Methods and apparatus for facilitating a flat rate play session including surrender and / or session strategy features

ABSTRACT

The present invention is directed generally to a method and apparatus for operating a gaming device having a flat rate play session costing a flat rate price. The flat rate play session spans multiple plays on the gaming device over a preestablished duration that may span, for example, a predetermined period of time or a period of time that ends upon the occurrence of a predetermined number of game plays or handle pulls, or upon the occurrence of another event. In one or more embodiments, a player is offered a surrender payout and fractional surrender payouts are accumulated for a player until an end of a flat rate play session. In one embodiment, a session strategy may be determined and implemented for a game play of the flat rate play session. The session strategy may be determined, for example, based on a current value of a parameter associated with the flat rate play session (e.g., a value of a credit meter balance and/or a remaining duration of the flat rate play session).

CLAIM OF PRIORITY

The present application claims the benefit of the following three provisional applications:

-   -   (i) U.S. Provisional Application 60/627,670, filed on Nov. 12,         2004 and entitled GAMING DEVICE OFFERING A FLAT RATE PLAY         SESSION AND METHODS THEREOF;     -   (ii) U.S. Provisional Application 60/637,338, filed on Dec. 17,         2004 and entitled GAMING DEVICE OFFERING A FLAT RATE PLAY         SESSION AND METHODS THEREOF; and     -   (iii) U.S. Provisional Application 60/679,138, filed on May 09,         2005 and entitled SYSTEMS, METHODS AND APPARATUS FOR         FACILITATING A FLAT RATE PLAY SESSION ON A GAMING DEVICE.

The entirety of each of the above provisional applications is incorporated by reference herein for all purposes.

BACKGROUND

Applicants have previously invented methods and apparatus for facilitating a flat rate play session. Commonly-owned U.S. application Ser. No. 10/001,089, filed Nov. 02, 2001 and entitled GAMING DEVICE FOR A FLAT RATE PLAY SESSION AND A METHOD OF OPERATING SAME, for example, describes various methods and systems for facilitating a flat rate play session. However, such flat rate play session methods and systems may be further enhanced and augmented, for the benefit of players, gaming system manufacturers, and casinos.

SUMMARY

In accordance with one or more embodiments, methods and systems for facilitating a flat rate play session are provided. In accordance with some embodiments, a method provides for determining, during play of a flat rate play session, an initial set of indicia output to a player, wherein a final set of indicia is determined based on a player selection and a payout corresponding to the final set of indicia is determined. The method further provides for determining a surrender payout to offer the player in exchange for the player surrendering a right to a payout that corresponds to a final set of indicia that may be determined based on the initial set of indicia. The method still further provides for outputting an offer for the surrender payout prior to the final set of indicia being determined and receiving an acceptance of the offer. The method still further provides for determining that the surrender payout is a fractional amount and adding the surrender payout that is the fractional amount to a sum of fractional surrender payouts accepted by the player.

In accordance with one or more embodiments, a method provides for initiating a flat rate play session, determining an initial set of indicia for a game play of the flat rate play session and determining a session strategy for the game play. The session strategy may be determined, for example, based on a current value of one or more parameters of the flat rate play session. Examples of such parameters and corresponding values include a current value of a credit meter balance associated with the flat rate play session and/or a remaining duration of a flat rate play session. In some embodiments, the session strategy may be determined based on (i) the satisfaction of one or more conditions; and/or (ii) one or more goals to be achieved for the flat rate play session. The conditions and/or goals may be specified, in some embodiments, by a player associated with the flat rate play session. Once the session strategy is determined, the method provides for determining a draw strategy for the initial set of indicia, the draw strategy being determined based on the determined session strategy. The method further provides for implementing the determined draw strategy. In some embodiments, implementing the determined draw strategy may comprise outputting a recommendation or hint of the determined session strategy and/or draw strategy. In some embodiments, implementing the determined draw strategy may comprise holding, on behalf of the player, at least zero of the initial set of indicia based on the draw strategy and causing replacement indicia to be randomly selected for the indicia of the initial set of indicia that has not been held.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is an overall schematic view of a system according to one embodiment of the present invention, including a slot machine and a slot network server;

FIG. 2 a is a schematic view of the slot machine of FIG. 1;

FIG. 2 b is a plan view of the slot machine of FIG. 1;

FIG. 3 is a schematic view of the slot network server of FIG. 1;

FIG. 4 is a schematic view of a casino player database of the server of FIG. 3;

FIG. 5 is a schematic view of the flat rate database of the slot machine of FIG. 2;

FIG. 6 is a schematic view of the payout table of the slot machine of FIG. 2;

FIG. 7 is a schematic view of the calculation table of the slot machine of FIG. 2;

FIGS. 8 a and 8 b are overall flow diagrams of the operation of the system of FIG. 1;

FIG. 9 is a detailed flow diagram of the operation of the system of FIG. 1;

FIG. 10 is a flow diagram of the process of terminating play of the system of FIG. 1;

FIGS. 11 a and 11 b are flow diagrams of the process of resuming play of the system of FIG. 1;

FIGS. 12 a and 12 b are overall flow diagrams of the operation of another embodiment of the present invention;

FIG. 13 is a flow diagram of the process of receiving a payout in the embodiment of FIG. 12;

FIG. 14 is a schematic view of the flat rate price package database of the slot machine of FIG. 2; and

FIG. 15 is an overall flow diagram of the operation of another embodiment of the present invention.

FIG. 16 is an overall schematic view of a system according to another embodiment of the present invention.

FIG. 17 is a schematic view of the casino server of FIG. 16.

FIG. 18 is a schematic view of the insurer device of FIG. 16.

FIG. 19 is schematic view of the gaming device of FIG. 16.

FIG. 20 is a schematic view of the player device of FIG. 16.

FIG. 21 is a table illustrating an embodiment of the player database stored in the casino server of FIG. 17.

FIG. 22 is a table illustrating an embodiment of the gaming device database stored in the casino server of FIG. 17.

FIG. 23 is a table illustrating an embodiment of the contract database stored in the casino server of FIG. 17.

FIG. 24 is a flowchart illustrating a process in accordance with one embodiment of the present invention, the process corresponding to the system illustrated in FIG. 16.

FIG. 25 is an example screen of information that may be output to a player participating in a flat rate play session of a video poker game, in accordance with one or more embodiments.

FIG. 26 is a flowchart illustrating a process for determining a strategy, in accordance with one or more embodiments.

DETAILED DESCRIPTION OF PREFERRED EMBODIMENTS

Certain preferred embodiments of the present invention will now be described in greater detail with reference to the drawings. Although the embodiments discussed herein are directed to reel slot machines, it should be understood that the present invention is equally applicable to other gaming devices, such as video poker machines, video blackjack machines, video roulette, video keno and the like.

In accordance with some embodiments, described are methods and apparatus for operating a gaming device operable to facilitate a flat rate play session. As used herein, flat rate play session is defined as a period of play wherein the player need not make funds available for any play during the play session. The flat rate play session spans multiple plays of the gaming device. These multiple plays are aggregated into intervals or segments of play. It is to be understood that the term interval as used herein could be time, handle pulls, and any other segment in which slot machine play could be divided. For example, two hours, one hundred spins, fifty winning spins, etc. A player enters player identifying information and player selected price parameters at a gaming device. The price parameters define the flat rate play session, describing the duration of play, machine denomination, jackpots active, etc. The gaming device stores the player selected price parameters and proceeds to retrieve the flat rate price of playing the gaming device for the flat rate play session. The player selected price parameters, in combination with operator price parameters, determine the flat rate price. Should the player decide to pay the flat rate price, the player simply deposits that amount into the gaming device or makes a credit account available for the gaming device to debit. For example, it might cost twenty-five dollars to play for half an hour.

Once the player initiates play, the gaming device tracks the flat rate play session and stops the play when the session is completed, usually when a time limit has expired. During the play session, the player is not required to deposit any coins. Payouts are made either directly to the player in the form of coins or indirectly in the form of credits to the credit balance stored in the machine. It should be understood that the player balance could be stored in a number of mediums, such as smart cards, credit card accounts, debit cards, and hotel credit accounts.

With reference to FIG. 1, a system 100 according to one embodiment of the present invention is shown. In general, the system 100 comprises multiple slot machines 102 and a slot network server 106. As used herein, a slot machine may comprise, for example, a reeled slot machine (e.g., a video reeled slot machine or a mechanical reeled slot machine), a video poker machine, a blackjack machine, or any other wagering device. In the present embodiment, each slot machine 102, which is uniquely identified by a machine identification (ID) number, communicates with the slot network server 106 via a slot network 104. The slot network 104 is preferably a conventional local area network controlled by the server 106. It is to be understood, however, that other arrangements in which the slot machines 102 communicate with the server 106 are within the scope of the present invention.

As will be described in greater detail below, in one embodiment, the slot machine 102 communicates player identifying information to the slot network server 106. The slot network server 106, in turn, verifies the player identifying information. The slot machine 102 also calculates a flat rate price based on both player selected and casino determined price parameters and displays the flat rate price to the player. The player may then accept the flat rate price and initiate play. In another embodiment, the present invention may be practiced without server 106, in an arrangement in which the slot machine 102 calculates the flat rate price.

With reference to FIG. 2 a, the slot machine 102 will now be described in greater detail. It should be noted that the slot machine 102 is illustrated in FIG. 2 a as a video poker machine, in accordance with some embodiments. The slot machine 102 contains a Central Processing Unit (CPU) 210, a clock 212, and an operating system 214 (typically stored in memory as software). The CPU 210 executes instructions of a program stored in Read Only Memory (ROM) 216 for playing the slot machine 102. The Random Access Memory (RAM) 218 temporarily stores information passed to it by the CPU 210 during play. Also in communication with the CPU 210 is a Random Number Generator (RNG) 220.

With respect to gaming operations, an example operation of the slot machine 102 is now described. A player may start the slot machine 102 by inserting a coin into coin acceptor 248, using electronic credit, a cashless gaming receipt or other form of payment, and pressing the starting controller 222. Under control of a program stored, for example in a data storage device 224 or ROM 216, the CPU 210 initiates the RNG 220 to generate a number. The CPU 210 looks up the generated random number in a stored probability table 226, which contains a list which matches random numbers to corresponding outcomes, and finds the appropriate outcome. Based on the identified outcome, the CPU 210 locates the appropriate payout in a stored payout table 228. The CPU 210 is also operable to determine which hold/discard buttons 232, 234, 236 have been actuated by a player to indicate which cards are to be replaced. When the player wins, the machine stores the credits in RAM 218 and displays the current balance in video display area 238. It should be noted that video display area 238 may comprise a plurality of display areas and/or a plurality of display devices. In an alternate embodiment, the slot machine 102 dispenses the coins to a payout tray (not shown), and in another embodiment, the slot network server 106 stores the player credits.

A hopper controller 240 is connected to a hopper 242 for dispensing coins. When the player requests to cash out by pushing a cashout button (not shown) on the slot machine 102, the CPU 210 checks the RAM 218 to see if the player has any credit and, if so, signals the hopper controller 240 to release an appropriate number of coins into a payout tray (not shown). A coin acceptor 248 is also coupled to the CPU 210. Each coin received by the coin acceptor 248 is registered by the CPU 210.

In one embodiment, video display area 238 or another video display area graphically displays representations of objects contained in the selected game, such as graphical reels or playing cards. In some embodiments, these representations may be animated to display playing of the selected game.

Also in communication with the CPU 210 is a player tracking device 260. The tracking device 260 comprises a card reader 266 for reading player identifying information stored on a player tracking card. As used herein, the term player identifying information denotes any information or compilation of information that uniquely identifies a player. In the present embodiment, the identifying information is a player identification (ID) number. Although not so limited, the player tracking card of the present embodiment stores the player ID on a magnetic strip located thereon. Such a magnetic strip and device to read the information stored on the magnetic strip are well known.

The player tracking device 260 also includes a display 262 and a player interface 264. The player interface 264 may include a keypad and/or a touchscreen display. In operation, as discussed below, the slot machine 102 displays a message prompting the player to enter player selected price parameters. In the present embodiment, a player may enter the player selected price parameters via the player interface 264. Because the player interface 264 is part of the tracking device 260, it is, therefore, in communication with the CPU 210. Alternatively, input of selected price parameters may be accomplished through video display area 238 if it is configured with touch screen capabilities. It should be noted that in some embodiments a player may make selections and/or enter price parameters, preferences (e.g., goals for a flat rate play session, a selection of a session strategy, etc.) using another player interface, such as a touchscreen that may be a component of slot machine 102.

The slot machine 102 also includes a series of bet buttons 272, 274, 276. The bet buttons include “Bet 1 coin” 272, “Bet 2 coins” 274, and “Bet 3 coins” 276. The bet buttons 272, 274, are coupled to the CPU 210. Therefore, pressing one transmits a signal to the CPU 210 indicating how much a player is wagering on a given play, if the slot machine is not engaged in flat rate play.

The databases stored in the data storage device 224 include a probability table 226, a calculation table 227, a payout table 228, a flat rate price package database 229, and a flat rate database 246. As discussed in greater detail below, the flat rate database 246 and the calculation table 227 store information related to the flat rate play session and calculation of the flat rate price, respectively. The flat rate price package database 229 stores information describing different pre-established flat rate packages as custom designed by the casino.

Also connected to the CPU 210 is a slot network interface 250. The slot network interface 250 provides a communication path from the slot machine 102 to slot network server 106 through the slot network 104. Thus, as discussed in greater detail below, information is communicated among the player tracking card, player tracking device 260, slot machine 102, and slot network server 106.

With reference to FIG. 2 b, the plan view of slot machine 102, will now be described below. The slot machine 102 is depicted as a video poker machine in FIG. 2 b. FIG. 2 b depicts slot machine 102 displaying player selected price parameter options on video display area 238. Included in the displayed parameters is amount wagered per play 712, interval 714, duration of interval 722, and active pay combinations 720. As will be described further below, after the player has selected the desired price parameters, the slot machine 102 displays a flat rate price 724. Once the player has accepted the flat rate price and made the appropriate funds available, play may commence.

The slot network server 106 will now be described in greater detail with reference to FIG. 3. Like the slot machine 102 of FIG. 2, the slot network server 106 has a Central Processing Unit (CPU) 310. The CPU 310, which has a clock 312 associated therewith, executes instructions of a program stored in Read Only Memory (ROM) 320. During execution of the program instructions, the CPU 310 temporarily stores information in the Random Access Memory (RAM) 330.

Additionally, the CPU 310 is coupled to a data storage device 340, having a flat rate database 246, transaction processor 342 and a casino player database 344. In general, the transaction processor 342 manages the contents of the data storage devices 340. As discussed in detail below, the casino player database 344 stores information specific to each player, including player identifying information.

In order to communicate with the slot machines 102, the slot network server 106 also includes a communication port 350. The communication port 350 is coupled to the CPU 310 and a slot machine interface 360. Thus, the CPU 310 can control the communication port 350 to receive information from the data storage device 340 and RAM 330 and transmit the information to the slot machines 102 and vice versa.

It is to be understood that because the slot machines 102 are in communication with the slot network server 106, information stored in a slot machine 102 may be stored in the server 106 and vice versa. Thus, for example, in an alternate embodiment, the server 106 rather than the slot machine 102 includes the payout table 228, flat rate database 246, and/or calculation table 227.

The casino player database 344 of the present embodiment, as shown in FIG. 4, includes multiple records having multiple fields of information. Specifically, the casino player database 344 comprises multiple records, each record being associated with a particular player, as identified by a player identification (ID) number. The fields within each record include: player identification (ID) number 410, social security number 412, name 414, address 416, telephone number 418, credit card number 420, credit balance 422, complimentary information, such as total accumulated complimentary points 424, whether the player is a hotel guest 426, player status rating 428, and value of interval remaining 430. Having information related to one field, such as player ID 410, allows the slot network server 106 to retrieve all information stored in corresponding fields of that player record.

It is to be understood that not all of these identifying fields are necessary for operation of the present embodiment. For example, the name 414, social security number 412, address 416, telephone number 418, credit card number 420, and hotel guest 426 fields are merely representative of additional information that may be stored and used for other purposes. In one embodiment, credit card number 420 and hotel guest 426 are used for billing purposes and social security number 412 is used to generate tax forms when a player wins a jackpot over a given amount.

Complimentary points awarded 424 is further illustrative of additional information a casino may store in a player's record. As described below, a player's complimentary points are displayed to the player when a player tracking card is inserted into the slot machine 102. In an alternate embodiment, such points may be used in addition, or as an alternative to the credit balance 422 stored in RAM 218 of slot machine 102.

The player status rating 428 contains information representative of the particular player's relative importance to the casino, as based upon the frequency and duration of the player's visits, the amount of money wagered, and the like.

The value of interval remaining field 430 stores the value of interval remaining in a flat rate play session when a player terminates the play session prior to its expiration. This field will be described in greater detail below.

The flat rate database 246 will now be described in greater detail with reference to FIG. 5. The flat rate database 246 comprises multiple records, each record pertaining to the flat rate play session of a particular player, as identified by that player's ID number. Consequently, one field in flat rate database 246 is the player ID number field 510. Other fields include: player selected price parameters 512, flat rate price 514, interval remaining 516, time audit data 518, and machine identification (ID) number field 520. The machine ID number field 520 contains the machine ID number that uniquely identifies the slot machine 102. It is to be understood that since both the casino player database 244 and the flat rate database 246 include a player ID field, 410 and 510, respectively, the system 100 can correlate any player information stored in the casino player database 344, with any player information stored in the flat rate database 246.

The payout table 228 will now be described in greater detail with reference to FIG. 6. As shown in FIG. 6, the payout table 228 of the present embodiment can be logically represented by five fields of related information. The first field, a pay combination field 610, identifies the set of possible pay combinations for a given slot machine 102. Such possible pay combinations include winning pay combinations, or those in which a payout results, and non-winning pay combinations, in which the player receives no payout and consequently loses the amount wagered. Winning pay combinations include, for example, “DOUBLE JACKPOT-DOUBLE JACKPOT-DOUBLE JACKPOT” and “BAR-BAR-BAR.” The pay combinations field 610 also includes a “NON-WINNING OUTCOMES” record, an entry representing the outcomes which result in no payout to the player, such as “PLUM-BELL-ORANGE.”

The payout table 228 also includes three payout fields 620, 630, 640. Such payout fields 620, 630, 640 contain the payout information for each of the possible pay combinations identified in the pay combinations field 610. Each of the payout fields 620, 630, 640 is identified by the number of coins wagered on a particular play, as selected via the bet buttons 272, 274, 276. In the present embodiment, payout table 228 contains a “1 coin” payout field 620, which is accessed when one coin is wagered, a “2 coins” payout field 630, which is accessed when two coins are wagered, and a “3 coins” payout field 640, which is accessed when three coins are wagered. In other words, each field 620, 630, 640 corresponds to a bet button 272, 274, 276, respectively. The payout information provides the number of coins won upon the occurrence of a particular pay combination. Thus, “CHERRY-CHERRY-CHERRY” pays out ten coins when one coin is wagered.

Finally, the payout table 228 of the present embodiment includes a pay combination status field 650. The pay combination status field 650 includes an indication for each winning pay combination, identified in the pay combination field 610, of whether the player is eligible to win the payout for each outcome. As will be described below, the determination of whether a player is eligible to win a payout for a given outcome is made by the player as part of the player selected price parameters.

The calculation table 227 will now be described in greater detail with reference to FIG. 7. The calculation table 227 is used by the system 100 in determining the flat rate price 724 (field 514 in the flat rate database 246) charged to the player. Specifically, the calculation table 227 contains multiple price parameters which are correlated to a flat rate price 724. More specifically, these price parameters include player selected price parameters and operator selected price parameters. In general, player selected price parameters include any game related variable that defines the flat rate play session. Furthermore, operator selected price parameters are parameters which the operator of the slot machines 102 selects as affecting the flat rate price 724. Thus, in the present embodiment, the player selected price parameters in the calculation table 227 include machine type 710, amount wagered per play 712, active pay combinations 720, and length of the flat rate play session 722. The operator selected price parameters in the calculation table 227 include player status rating 714, time of day 716, day of the week 718, and machine usage 719. In the present embodiment the flat rate price 724 is predetermined based upon the aforementioned price parameters and stored in the calculation table 227, as will be described later in FIGS. 14 and 15. In an alternate embodiment the flat rate price 724 is calculated based upon these parameters as needed according to a price algorithm stored in memory. For example, the price algorithm may operate as follows:

Algorithm for Calculating a Flat Rate Price

The are any number of algorithms that could be used to calculate a flat rate price, and they can be generally described as calculating an expected value to the customer and then adding in a margin for the casino or adjusting the price to reflect the time of day, value of the customer, etc.

The first step is to determine a “base” flat rate price. This would be calculated as follows: Base Price=[(amount wagered)×(interval)]×[(expected coins awarded for all active pay combinations over a cycle/expected coin-in over a cycle)].

For example, the following Base Price calculation represents a player selecting three dollar coins per handle pull, an interval of 500 handle pulls, and the top three pay combinations active. For this example we will assume that a complete cycle of the slot machine is 10,648 unique outcomes and that the top three pay combinations would pay 2,160 coins over that cycle. Note also that the expected coins awarded for all active pay combinations over a cycle and the expected coin-in over the cycle should both reflect the same number of coins wagered. Essentially, this ratio reflects the expected monetary return to the payer on a per coin wagered basis. When multiplied by the amount wagered and the number of handle pulls the number reflects the amount of money that the player would be expected to receive from the machine over the interval specified. It should be notes that this amount of money is not necessarily the number of coins entered by the player but rather is the theoretical number of coins of play allowed by the flat rate session. Continuing with the calculation: $\begin{matrix} {{{Base}\quad{Price}} = {\left\lbrack {({\$ 3}) \times (500)} \right\rbrack \times \left\lbrack \left( {2,{160/10},648} \right) \right\rbrack}} \\ {= {{\$ 1},500 \times {.202855}}} \\ {= {{\$ 304}{.28}}} \end{matrix}$

Note that if the player were to pay this Base Price he would be essentially getting a fair bet for his money. He would pay $304.28 for the session and expect (over the long run) to get $304.28 back in prize money from the top three active pay combinations. Of course in the short run his results could range from receiving no payouts over the interval to receiving thousands of dollars. Because this base price is a fair bet for the player the casino may want to add in margin for the house, perhaps by multiplying the base price by a predetermined margin factor such as 50%. In this example the Profit Adjusted Price would thus be: $\begin{matrix} {{{Profit}\quad{Adjusted}\quad{Price}} = {{\$ 304}{.28} \times 150\%}} \\ {= {{\$ 456}{.42}}} \end{matrix}$

Of course the casino might want to offer flat rate sessions to players without a casino markup under some circumstances, such as part of a promotional package or to reward a particularly loyal customer. In fact the casino might even decrease the base price in some circumstances.

The Base Price or (Profit Adjusted Price) could be further modified by various other operator price parameters such as the following:

1. Time of Day (TD).

Times of the day in which the casino traffic tends to be heavy should result in the player paying a premium for the flat rate session, while quiet times in the casino should offer the player a discount over normal rates. Midnight to 4am 70% 4am to 8am 80% 8am to 12pm 90% 12pm to 4pm 100% 4pm to 8pm 120% 8pm to Midnight 140% 2. Day of Week (DW).

With the heaviest volume of visitors falling on Fridays and Saturdays, these days will necessitate higher flat rate session costs. For example: Monday to Thursday 80% Friday 120% Saturday 140% Sunday 100% 3. Player Status Rating (PSR).

For top customers such as high rollers, the cost of a flat rate session may be reduced as a customer retention tool. For example: 1 (High Roller) 80% 2 (Good customer) 90% 3 (Average) 100% 4 (Low) 120% 4. Slot Machine Usage (SMU).

When the majority of slot machines in the casino are being used, a premium is applied to the cost of the flat rate play session in order to more evenly distribute play. For example: Heavy 120% Moderate 100% Light 80% Sample Calculation.

In addition to the above player selected price parameters, the following operator selected parameters are incorporated into the price: The player is in the casino at 2 am on a Wednesday, there is low slot machine usage, and the player has an average rating. The calculations below reflect these conditions: $\begin{matrix} {{{Base}\quad{Price}} = {{\$ 304}{.28}}} \\ {{{Final}\quad{flat}\quad{rate}\quad{price}} = {\left( {{Base}\quad{Price}} \right) \times {TD} \times {DW} \times {PSR} \times {SMU}}} \\ {= {{\$ 304}{.28} \times 70\% \times 80\% \times 100\% \times 80\%}} \\ {= {{\$ 304}{.28} \times 44.8\%}} \\ {= {{\$ 136}{.32}}} \end{matrix}$

The casino may round up this price to $137 to avoid the need for small change. In the above calculations, the casino might also incorporate floors which prevent the Base Price from going below a level that would be profitable for the house, regardless of the number of positive criterion that were applied to the base price.

Those of ordinary skill in the art will appreciate that modifications could be made to the formula to reflect different kinds of flat rate sessions. For a session with an interval of one hour (instead of a fixed number of handle pulls) the formula might reflect an expected number of handle pulls per hour for that particular game, perhaps even adjusted to reflect the type of player purchasing the flat rate session. For example, an experienced video poker player might be expected to reach 700 hands per hour while a beginner might only be expected to reach 300 hands per hour.

As will also be understood by those skilled in the art, the ultimate goal of many slot machine players is to hit a jackpot payout. The enjoyment of the play, as well as the ability to maximize the chance of hitting a large jackpot, is increased by more play. Play can be increased both by playing longer, and by playing faster. As will be appreciated from a consideration of the process described below, the present invention permits both increased duration, by providing for play at discounted prices, and speed of play, by providing for minimal time delays between plays.

The flat rate price package database 229 will now be described in greater detail with reference to FIG. 14. The flat rate price package database 229 is used by the system 100 in providing the player with different price package options for flat rate play of the slot machine 102. Specifically, the flat rate price package database 229 contains multiple combinations, or packages 1410, of price parameters which correspond to pre-established flat rate prices. More specifically, these price parameters include but are not limited to, interval 1412, duration of flat rate play 1414, amount wagered per play 1416, and pay combination status 1418. Each combination of price parameters has corresponding flat rate play session prices 1420. As will be described later in FIG. 15, the flat rate price package database 229 is accessed when the player determines he wishes to initiate a flat rate play session. Rather than let the player choose the price parameters, the slot machine 102 lists the different packages stored in the flat rate price package database 229. The player then chooses the package he likes the most and play commences.

Having thus described the components of the present embodiment, the operation of the system 100 will now be described in greater detail with reference to FIGS. 8-11, and continuing reference to FIGS. 1-7. It is to be understood that the programs stored in ROM 320 of the slot network server 106 and ROM 216 of the slot machine 102 provide the function described below.

Turning first to FIGS. 8 a and 8b, the general operation of the system 100 will be described. As shown in step 810, the slot machine player first inserts the player tracking card into the card reader 266. The card reader 266 then proceeds to read player identifying information from the tracking card. The player identifying information, namely the player ID number, is communicated from the slot machine 102 to the slot server 106 in step 812.

Upon receiving the player identifying information, the slot network server 106 verifies the information in step 814. Such verification includes the slot network server 106 searching the casino player database 344 for a record containing the received player ID number in the appropriate field 410. Once the slot network server 106 verifies the player identifying information, the server 106 transmits a signal to the slot machine 102 acknowledging such verification in step 816. In alternate embodiments, other information, such as the player's name 414, complimentary point total 424, and player status rating 428 are transmitted to the slot machine 102 for display.

In step 818, the player selects flat rate play via the player interface 264. The CPU 210 of slot machine 102, in step 820, then receives a signal from the player interface 264, indicating that the player has selected flat rate play. For example, there could be a button specifically for triggering a flat rate play session. The CPU 210, in response, accesses memory to retrieve player selectable price parameters. Player selectable price parameters are the choices available to a player for entering the player selected price parameters. These player selectable price parameters are controlled by a program stored in ROM 216. Such player selectable price parameters, in the present embodiment, include the amount wagered per play, (e.g. one, two, or three coins), the length of the flat rate play session, and possible jackpot structures, such as having only the “DOUBLE JACKPOT” and “5 BAR” jackpots active (as illustrated in the payout table 228 of FIG. 6). In an alternate embodiment, the player selectable price parameters are stored as part of the calculation table 227.

Then, as shown in step 822, the slot machine 102 displays the player selectable price parameters to the player. For example, the parameters could be listed on the video display area 238 for the player, as described previously in FIG. 2 b. Once the parameters appear, the player simply selects his desired settings. Alternatively, the player may accept one or more default settings. Once the player selectable price parameters are displayed on the display 238, the player proceeds, in step 824, to enter player selected price parameters via the player interface 264. The player selected price parameters also include data which, although not directly inputted by the player, is selected by the player and identified by the slot machine 102. In the present embodiment, such additional player selected price parameters include type of machine, time of day, and day of the week.

It is to be understood that the casino operator of the slot machines 102 may define the scope of the player selectable price parameters, and therefore limit the player selected price parameters in any manner. For example, the length of flat rate play may be limited to periods above a minimum time or to periods that are multiples of thirty minute intervals. The jackpot structure may require that some jackpots remain active.

Referring now to FIG. 8 b, the slot machine 102 CPU 210 receives the player selected price parameters in step 826. Having received the player selected parameters, the CPU 210 then stores the player selected price parameters, the player identifying information, and the slot machine's machine ID number in a record in the flat rate database 246. Specifically, the player ID number is stored in field 510, the machine ID number is stored in field 520, and the player selected price parameters are stored in field 512. Although the player selected price parameters are illustrated as being stored in a single field (512), it is to be understood that each player selected price parameter may be stored in a separate field. It is also to be understood that in alternate embodiments the player selected price parameters need not be stored in a database, but could be stored in RAM 218.

The slot machine 102 CPU 210 uses the player selected price parameters to determine the flat rate prices. Specifically, in step 828, the CPU 210 accesses the calculation table 227 and searches for the flat rate price 724 corresponding to the received player selected price parameters 512, which, in the present embodiment, include machine type 710, amount wagered per play 712, time of day 716, day of the week 718, active jackpots 720, and the length of the flat rate play session 722. The CPU 210 also incorporates operator selected price parameters for the flat rate price 724 such as player status rating 714 and machine availability 719. As will be appreciated by one skilled in the art, the player status rating 714 is received from the casino player database 344 at any time prior to determination of the flat rate price 724. Thus, in a preferred embodiment, the slot network server 106 transmits the player status rating 428 to the slot machine 102 along with the verification signal in step 816.

By including the player status rating 714 in the calculation table 277, a casino may reward frequent players who wager relatively large amounts of money with a lower flat rate price 724. Thus, the system 100 rewards and encourages frequent play. By including active jackpots 720 in the calculation table 348, the system 100 allows a casino to discount the flat rate price 724 for those players who choose to enable relatively few winning outcomes in the payout table 228. Furthermore, by including the price parameters relating to time of day and day of the week in the calculation table 227, a casino may charge a lower flat rate price 724 for sessions during weekday afternoons or between 2:00 a.m. and 8:00 a.m. in the mornings, thereby encouraging play of the slot machines 102 when they are typically idle.

It is to be understood that the aforementioned price parameters in the calculation table 227 are merely representative of the type of variables that may be considered in determining a flat rate price. Thus, it is within the scope of the present invention to include only some of the price parameters, all of the parameters, or additional parameters in the calculation table 227.

As mentioned above, the flat rate price may be based partly upon the availability of slot machines 102. In such an embodiment, the server 106 tracks whether each slot machine 102 is being used by noting whether outcomes are currently being received from a given slot machine 102. In another embodiment, the server 106 tracks slot machine availability by tabulating the number of slot machines 102 for which flat rate play is currently enabled. In yet another embodiment, the server 106 tracks slot machine availability by identifying how many slot machines 102 have a player tracking card inserted therein.

Another price parameter which may be used is predicted or forecasted slot machine availability. Specifically, such a parameter accounts for anticipated availability of slot machines 102 based upon events at the casino. For example, the calculation table 227 correlates a lower flat rate price 724 to the time of day 716 corresponding to an event, such as a show which many casino players attend. On the other hand, the calculation table 227 correlates a higher flat rate price to the time of day 716 corresponding to the end of the event or heavier casino traffic. This enables a casino to effectively revenue manage their slot machines without resorting to a change in hold percentage which requires regulatory approval.

It is to be understood that accounting for slot machine availability need not be accomplished in the calculation table 227. Rather, in an alternate embodiment, a schedule of events is stored in RAM 218 which is accessed prior to transmitting the flat rate price 724 to the player. If the event schedule indicates that an event is ending during the requested flat rate play session, then the flat rate price 724 will be incremented accordingly.

In another embodiment, the flat rate price is based only on operator selected price parameters. A slot machine 102 according to such an embodiment could, for example, provide discounted flat rate play sessions based on player status rating, thereby offering 100 plays for the price of 90 or discounted timed sessions. To encourage repeat, high stakes play, higher player status ratings result in greater discounts.

Having determined the flat rate price 724, the slot machine 102, in step 830, displays the duration of the flat rate play session 722 and the flat rate price 724 and requests approval from the player. Once the player accepts the terms of the flat rate play session, flat rate play commences.

If the player does not approve the flat rate price 724, then the player indicates so via the player interface 264. As indicated by path A in FIGS. 8 a and 8 b, the slot machine 102 repeats its operation from step 822. On the other hand, if the player approves the flat rate price 724, the player indicates such approval via the player interface 264 in step 832. Following such approval, the slot machine 102 prompts the player to enter an appropriate amount of money in step 834. In the present embodiment, the player deposits coins into the coin acceptor 248. In one embodiment, the player deposits a casino token as payment for the flat rate session. Such tokens may be denominated in dollars, or represent a number of handle pulls. A casino could thus sell a fifty handle pull token, usable on a particular denomination and/or type of machine. Such a token may additionally serve to activate the flat rate session, eliminating the need for the player to select flat rate play via player interface 264. Alternatively, the player's credit balance 422 may be debited to pay for the flat rate play session.

In some embodiments a casino token may be associated with a particular set of pay combinations which are to be active during a flat rate play session activated via the token. In yet other embodiments a casino token may be associated with (i) a specified duration of time, (ii) a specified number of handle pulls or outcomes, (iii) a specified number of winning handle pulls or outcomes, and/or (iv) a flat rate price package as, for example, described with reference to the flat rate price package database 299 of FIG. 14. A gaming device may identify such a token and enter the appropriate flat rate play session by, for example, the size and/or weight of the token or by reading or receiving information from the token (e.g. via a computer chip embedded in the token or special markings on the token). Such a casino token may be, for example, purchased by a person and given to another person as a gift. The recipient may subsequently use the token by inserting it into an appropriate gaming device and essentially playing for “free” (since the person that gave the gift had prepaid for the token) for a specified duration.

Once the CPU 210 registers the receipt of money, the CPU 210 reconfigures the slot machine 201 for the flat rate play session in step 836. Specifically, the CPU 210 generates a signal, or a flag in memory, indicating that there is no need to accept the coins between plays. CPU 210 further sets the active field 650 in the payout table 228 according to the jackpot structure entered by the player.

The operation of the slot machine 102 during the flat rate play session will now be described with reference to FIG. 9 and continuing reference to FIGS. 1-7. During the flat rate play session, a slot machine 102 operates generally as described above with reference to FIG. 2. However, the slot machine 102 is reconfigured to operate according to the player selected price parameters, if such parameters affect play, and to operate continuously, without requiring payment between each play. Specifically, the flat rate play session begins when the player presses the starting controller 222 in step 910. The CPU 210 also initiates a countdown of the length of the flat rate play session as stored in the player selected parameters field 512 of the flat rate database 246.

With the start of the session, the CPU 210 stores the start time of the flat rate play session in the flat rate database 246. Specifically, the start time is stored in the time audit data field 520 in step 912. In step 914, the CPU 210 begins to count down the duration of the flat rate play session. Next, in step 916, the slot machine 102 generates an outcome and accesses payout table 228 to determine the appropriate corresponding number of coins to be paid out.

Furthermore, in step 918, after each outcome is generated, the slot machine 102 determines whether the countdown of the interval remaining 516 has reached zero. It is to be understood that the countdown may be implemented in either software or hardware. Additionally, it is understood that the countdown process discussed herein may be replaced with any suitable means for tracking the duration of the flat rate play session. Interval remaining 516 may also represent the number of handle pulls remaining.

In the event that the countdown has not reached zero, the player presses the starting controller 222 in step 920, thereby initiating another play of the slot machine 102. In the event that the countdown has reached zero, the CPU 210 generates a signal indicating that the flat rate play session has concluded. The slot machine 102 displays a message indicating this to the player and, in step 922, stores the end time of the session in the time audit data field 518 of the flat rate database.

In an alternate embodiment, the player selected price parameters include the “time between plays.” In this embodiment, the CPU 210 of slot machine 102 controls the time between generating outcomes of successive plays in the slot machine 102 to equal the received “time between plays” player selected price parameter. In another alternate embodiment, the slot machine 102 tracks the number of plays during the flat rate play session. If the number of plays exceeds a predetermined limit, the slot machine 102 automatically terminates the flat rate play session, regardless of the duration of the flat rate play session.

Turning now to FIG. 10, the operation of the system 100 when the player terminates the flat rate play session prior to the expiration of the session will be described. In step 1010, the player indicates a desire to terminate the flat rate play session via the player interface 264. Consequently, the slot machine 102 CPU 210 receives a termination signal and, in step 1012, displays a message to the player, asking the player to verify termination of the flat rate play session. If the player does not verify termination, then the session continues as described above with reference to FIG. 9. On the other hand, if the player verifies termination, shown as step 1014, the CPU 210 proceeds to store the stop time in the time audit data field 518 of the flat rate database 246 in step 1016.

It is to be understood that having both the start time and the stop time of the flat rate play sessions stored in the flat rate database 246 allows the casino to perform an audit of the session. Specifically, should a player allege that the flat rate play session was shorter than that which was paid for, the casino may access the flat rate database 246 and retrieve the actual start and stop time from the time audit data field 520. In the present embodiment, this time includes an indication of the day, hour, and minute of the play session.

Next, in step 1018, CPU 210 determines the value of the interval remaining in the flat rate play session and transmits the value to the server 106. In order to determine the value of the interval remaining, the CPU 210 accesses the calculation table 227. The value of interval remaining will equal the flat rate price 724 corresponding to the price parameters (i.e., the machine type 710, amount wagered per play 712, player status rating 714, time of day 716, etc.) used to determine the original flat rate price charged to the player. When determining the value of the interval remaining, however, the value in the length of flat rate play session field 722 is not the original length of the session, but rather is equal to the actual interval remaining in the flat rate play session. Stated succinctly, the slot machine 102 identifies the flat rate price 724 corresponding to the actual interval remaining in the flat rate play session.

Once the value of interval remaining is determined, the slot machine 102 transmits the value to the slot network server 106. Upon receiving the value of interval remaining, the server 106 stores the value in field 430 of the casino player database 344 in the player's record, as identified by the player ID number 410. Storing the value is shown as step 1020. Finally, in step 1022, the player removes the player tracking card.

The process of resuming play at another slot machine 102 will now be described with reference to FIGS. 11 a and 11 b. The initial operation of the system 100, as indicated by steps 1110-1128, proceeds generally as described above with reference to steps 810-828 of FIGS. 8 a and 8 b.

However, once the CPU 210 of slot machine 102 determines a new flat rate price based on the relevant price parameters, the CPU 210 determines whether the player must deposit additional funds.

Specifically, in step 1130, the CPU 210 compares the new flat rate price 724 with the value of interval remaining 430. The server 106 transmits the value of interval remaining 430, as stored in the casino player database 344, to the slot machine 102 in step 1116 so that the comparison may be performed. As indicated by step 1132, the comparison involves determining whether the new flat rate price 724 is higher than the value of interval remaining 430.

If the new price 724 is not higher than the value of interval remaining 430, then, in step 1134, the slot machine allows the player to play the flat rate session at no cost. However, if the new flat rate price 724 is higher than the value of interval remaining 430, then, in step 1136, the CPU 210 assigns the difference in the two values as the new flat rate price. Thus, in step 1138, the CPU 210 displays the new flat rate price on the video display area 238 of the slot machine 102. Thereafter, operation of the system continues as described above with reference to steps 832-836 of FIG. 8 b.

In an alternate embodiment, when a player terminates the flat rate session early, the value of the interval remaining is added to the player's credit balance, as stored in field 422 of the casino player database 344.

It is to be understood that an embodiment of the present invention need not include both a slot machine and slot network server. For example, an embodiment employing only a slot machine 102 is within the scope of the present invention. Such an embodiment will now be described with reference to FIGS. 12 a, 12 b, and 13, and continuing reference to FIGS. 2, 5, and 7. Such an embodiment utilizes the slot machine 102 of FIG. 2.

Initially, the player selects flat rate play on the slot machine 102 in step 1210. Once the player selects flat rate play, the flat rate play signal is transmitted from the player interface 264 to the CPU 210 in step 1212. The CPU 210 then proceeds, in step 1214, to retrieve the player options for selectable price parameters. Then, in step 1216, the CPU 210 transmits the player selectable price parameter options to the video display area 238 for viewing.

Once the player selectable price parameter options have been displayed to the player, the player inputs the player selected price parameters through the player interface 264. Then, in step 1220, the CPU 210 receives the player selected price parameters from the player interface 264.

Once the CPU 210 receives the player selected price parameters, the CPU 210 reconfigures the slot machine 102. Specifically, the CPU 210 generates a signal, or a flag in memory, indicating that there is no need to accept the coins between plays. CPU 210 further sets the pay combination status field 650 in the payout table 228 according to the jackpot structure entered by the player. In an alternate embodiment in which the player selectable price parameters include the time between the handle pulls, the CPU 210 sets an internal timer.

Furthermore, once the slot machine 102 CPU 210 receives the player selected price parameters, it proceeds to access the calculation table 227. By accessing the calculation table 227, the CPU 210 retrieves the flat rate price for the flat rate play session. Retrieving the flat rate price is shown as step 1224. Once the CPU 210 retrieves the flat rate price, it proceeds to transmit the price, the length of the flat rate play session, and payment instructions to the video display area 238 for player viewing in step 1226.

In step 1228, the player reads the data and instructions on the video display area 238 and inserts money into the coin acceptor 248 or a bill acceptor (not shown) in order to initiate play of the slot machine 102. In an alternate embodiment, the player enters a stored value card such as a “smart card” into the card reader 266. Such a smart card has the players credit balance stored thereon. Payment using a smart card further entails the CPU 210 debiting the player's balance on the smart card by the amount of the flat rate price. Further, the player may enter a credit card into the card reader 266.

In step 1230, the CPU 210 generates a confirmed payment message indicating that the player has deposited sufficient funds to cover the flat rate price. Consequently, the CPU 210, in step 1232, sends the current time to both the video display area 238 and the time audit field 518 of flat rate database 246. Next, in step 1234, the CPU 210 initiates the countdown of the interval remaining in the flat rate play session as stored in field 516. The length of the flat rate play session received from the player is initially stored in field 516. The slot machine 102 decrements, or counts down, this value as the flat rate play session begins.

As shown in step 1236, the flat rate play session continues in accordance with the player selected price parameters, if such parameters affect play, in step 1236. During such play, the CPU 210 stores and updates the player's accumulated credits in RAM 218. In an alternate embodiment, the slot machine pays out jackpots as they occur. Finally, in step 1238, the CPU 210 terminates the flat rate play session when the countdown ends.

In an alternate embodiment, the interval of the flat rate play session is not a time period, but rather is a maximum number of plays. In such an embodiment, the slot machine 102 stores the number of plays in the flat rate database 246, as described previously in FIG. 9, and, in step 916, increments a counter for each outcome generated. The counter may be implemented in either software or hardware. Furthermore, in step 918, the slot machine 102 compares the number of plays stored in the flat rate database 246 to the value of the counter. If the value of the counter equals the stored number of plays, then the flat rate play session is terminated.

Turning now to FIG. 13, the process of receiving a payout from the present embodiment will be described. As shown as step 1310, the flat rate play session ends upon the termination of the countdown. Specifically, as shown in step 1312, the slot machine 102 CPU 210 terminates the flat rate play session by reconfiguring the slot machine 102 to its default values. For example, the CPU 210 resets the pay combination status field 650 in the payout table 228 to reflect the original jackpot structure. The CPU 210 also generates a signal indicating that coins must be received for each play. In short, the player selected price parameters are no longer in effect.

In step 1314, the CPU 210 checks the total credits accumulated, as stored in the RAM 218, and transmits a payout command to the hopper controller 240. Consequently, in step 1316, the slot machine 102 pays out the total number of credits to the player.

An alternate embodiment of the present invention will now be described with reference to FIG. 15. The operation of slot machine 102, as indicated by steps 1510-1524 below, proceeds generally as described with reference to FIG. 14. In this embodiment, the player selects from a list of casino determined price packages, rather than choosing individual price parameters. Each price package, as stored in the flat rate price package database 229 described above, is a combination of different price parameters which correspond to a flat rate play session price.

In step 1510, the player presses a “flat rate play” button on the slot machine 102. The slot machine 102 CPU 210 receives flat rate play signal from the player interface 264 in step 1512. In this case, the player interface is an actual “flat rate play” button located on the outside of the slot machine 102. Next, in step 1514, the CPU 210 access flat rate price package database 229 from data storage device 224. The CPU 210 then displays the player selectable price packages on video display area 238 in step 1516. It is to be understood that the CPU 210 need not display the packages on the video display area 238, as those package options could be displayed elsewhere on the body of the slot machine 102. Alternatively, player interface 264 could incorporate several “flat rate play” buttons, each representing a different flat rate price package.

Next, in step 1518, the player selects the desired price package via the player interface 264. Having already seen what the price of the selected package is, the player then deposits the appropriate amount of money into coin acceptor 248 in step 1520. For example, the player may have chosen price package four which costs fifty dollars. In return for fifty dollars deposited into the slot machine, the player receives two hundred and fifty handle pulls, with three coins wagered per pull, and with the top three jackpots active in his flat rate play session. These parameters are specified in the flat rate price package database 229.

In step 1522, the CPU 210 receives an indication of payment from the coin acceptor 248 and reconfigures the parameters of slot machine 102 to meet the specifications of the flat rate price package selected by the player. Finally, in step 1524, flat rate play begins.

It is noted that the flat rate price package database 229 could be located at the slot network server 106 and not at each individual slot machine 102. When it is located at the server, certain casino or operator selected parameters could be used to determine the price. For example, there could be different flat rate price packages for different times during the day which are based on projected or actual casino traffic and/or slot machine usage.

As will be appreciated by one of ordinary skill in the art, the key step in getting players to wager money on gaming devices, such as slot machines, is to bring the players to the casino floor. One way in which casinos can bring additional players to the casino floor, and thereby increase total revenues, is by giving away free samples or rewards with a minimum displacement of traditional pay-per-play players. The present invention may be employed for such a purpose.

In one embodiment, for example, the casino could declare a free-play period. During the free-play period, likely chosen by the casino to correspond to down time, when most gaming devices are idle, players insert their player tracking cards into the gaming devices and initiate play without being charged. Specifically, the casino programs the calculation table 227 so that the flat rate price 724 is zero for a given time of day 716 and day of the week 718. It is anticipated that during such a free-play period, the casino will alter the jackpot structure, causing only a selected jackpot to be active. Thus, the lure of free jackpots will bring additional players to the casino floor who will likely continue playing after the free-play period ends. A further benefit of this embodiment is that it would encourage players to become slot club members. This would result in an increase of players who return to the casino and the customer base which the casino markets to through mailings.

It is also to be understood that play of the slot machines during the free-play period need not occur as described above. Thus, in an alternate embodiment, the reels 232, 234, 236 of the slot machines 102 continuously spin, regardless of whether a player has inserted a tracking card, with the server 106 periodically signaling a jackpot on a random machine. Only when a player has inserted a player tracking card is the jackpot awarded. The server 106 randomly selects a machine ID number and, if the machine 102 is not being played by a pay-per-play player, the server 106 transmits a signal to that slot machine 102 directing it to produce a winning outcome.

In an alternate embodiment that achieves substantially the same result of attracting additional players to the floor during down times, the casino issues guests a player tracking card or a smart card having a predetermined free credit balance associated therewith. The casino could then restrict the day and time in which the players could use the free card in a flat rate play session. In another embodiment, the cards provided to guests contain an indication of time, rather than money, for use during a flat rate play session.

Although the foregoing embodiments employ static jackpot structure, which stay the same throughout the flat rate play session, it is within the scope of the present invention to employ dynamic jackpot structures, which change during the flat rate play session. In one such embodiment, the dynamic jackpot structure starts with a given number of active jackpots, as indicated in the pay combination status field 650 of the payout table 228. As the flat rate play session progresses, the number of active jackpots changes. Specifically, as the interval remaining in the flat rate play session decreases, fewer pay combinations are made active. In other words, the slot machine 102 CPU 210 monitors the time and, every fifteen minutes, for example, causes the pay combination status field 650 to change from “active” to “inactive” for a given pay combination 610. Alternatively, the CPU 210 changes the pay combination status field 650 after a predetermined number of plays. In a further variation of this embodiment, individual jackpots may be decreased instead of or in addition to being eliminated (e.g. the jackpot for a particular outcome may decrease from 10 coins to 8 coins as the play session progresses).

As will be appreciated by those skilled in the art, a dynamic jackpot structure based on the time progression of the flat rate play session can increase the revenue generated by the slot machines 102. Specifically, such a dynamic jackpot structure could be used with a flat rate play session whose duration is not a fixed time, but rather a given number of plays. Because fewer jackpots will be active as time progresses, players have an incentive to use their fixed number of plays within a short time period. Stated succinctly, the present invention increases speed of play.

In another embodiment, the jackpot structure is dynamic based not on the progression of the flat rate play session, but rather on the outcomes generated by the slot machine 102. One such embodiment involves changing a particular jackpot from “active” to “inactive” upon a player hitting the outcome corresponding to that pay combination. For example, a player may begin the flat rate play session with all jackpots active. On one play, the slot machine 102 generates a “CHERRY-CHERRY-CHERRY” outcome 610. Upon accessing the payout table 228, the CPU 210 determines that ten coins are to be paid out, credits the player's accumulated credits accordingly, and causes the pay combination status field 650 corresponding to the “CHERRY-CHERRY-CHERRY” outcome 610 to change from “active” to “inactive”. Thus, a player can only hit a given jackpot once. As will be appreciated by those skilled in the art, such a dynamic jackpot structure will allow slot machine operators to further discount the flat rate price to attract additional players. Furthermore, it is anticipated that players will be willing to forego hitting the same jackpot multiple times because their focus is typically on hitting the highest jackpot once.

These and other dynamic jackpot structures may be implemented as either a player selected price parameter or an operator selected price parameter. When implemented as a player selected price parameter, the dynamic jackpot structure is displayed to the player as a player selectable price parameter option. The player, in turn, selects it via the player interface 264. When implemented as an operator selected price parameter, the dynamic jackpot structure is displayed for player viewing prior to player approval of the flat rate price. Whether the price parameters are selected by the player or the casino operator, the dynamic jackpot structure affects the flat rate price generally as described above, namely, as a field in the calculation table 227 or as a variable in the price algorithm.

In some embodiments of the present invention, an individual may purchase a flat rate play session as a gift for another person. For example, an individual may purchase one of the available flat rate price packages of FIG. 14. In such an embodiment the individual purchasing a flat rate play session may be provided with a flat rate play session identifier, which the purchase in turn provides to the gift recipient. The flat rate play session identifier may be stored by the casino in association with the price parameters defining the flat rate play session. Thus, when the gift recipient inserts the flat rate play session identifier into a gaming device, the gaming device may communicate with the casino server to determine the parameters of the flat rate play session and set itself to such parameters. A flat rate play session identifier may be provided on, for example, a gift card that is magnetically or optically encoded with the flat rate play session identifier such that it may be read by a gaming device.

Contract Embodiment

In accordance with some embodiments of the present invention a flat rate play session may be purchased by means of a contract. According to such embodiments a player at a casino may purchase a contract (e.g. from an insurer, such as the casino or another entity) or similar agreement to use a gaming device, such as a slot machine. Costing a fixed amount, the contract insures the player against the possibility of potentially large losses at the slot machine. In accordance with one such embodiment, upon purchasing the contract, a player credit account is set up at the slot machine. The account may begin with zero credits but may begin with another balance in other embodiments. The player is then allowed a fixed number of handle pulls at the slot machine without requiring the player to insert any money. Each handle pull decreases the player account, typically by decreasing the player account by a predetermined amount (e.g. one credit) for each handle pull. This may cause the number of credits to be negative, but play may still continue. If the player achieves a winning outcome, credits can be added to the player account in accordance with the payout for the winning outcome. If, after the fixed number of handle pulls, there are a positive number of credits in the player account, then these may be paid out to the player in the form of cash. If, however, there are less than a predetermined amount of credits (e.g. zero credits) in the player account, then the player receives nothing. The insurer, however, could compensate the casino for, e.g., an amount in the player's account that is less than a predetermined number.

In such an embodiment, the player enjoys the fixed number of pulls without the risk of any loss. The only loss for the player comes from the cost of the contract.

One aspect of this invention is a way to price a contract for a block of pulls to be sold to a player. Pricing a contract may involve calculating the expected amount that would have to be paid a player upon the completion of the pulls. The price of the contract would then typically be greater than this expected amount so as to result in an expected profit possibly to be divided amongst the casino and, if it is a separate entity, an insurer. For example, if a player could be expected to receive $30 upon the completion of 1000 pulls, then the contract for the block of 1000 pulls could by sold for $35.

The following definitions define the terms used to describe the contract embodiments of the present invention:

Contract indicator—an object or information by which a gaming device may recognize a contract in order to execute the contract. For example, a player purchases a contract at casino desk and receives a token that serves as a contract indicator. When the player deposits the token in a gaming device, the gaming device recognizes the contract the player has signed up for and executes the contract accordingly.

Execute a contract—to carry out the terms of a contract. A gaming device executes a contract for 200 pulls by generating the 200 outcomes, incrementing and decrementing player credits in accordance with the outcomes, and paying the player, if necessary, at the end of the contract.

Gambling contract—An agreement between a player, an insurer, and sometimes a casino (e.g. if different than the insurer) with the following exemplary provisions:

-   -   The player pays the insurer a fixed amount up front.     -   The player must make a predetermined number of handle pulls, no         more and no less.     -   The player need not pay any additional money after purchasing         the contract.     -   The player keeps any net winnings after all handle pulls have         been completed.     -   If the player has a net loss after the handle pulls have been         completed, then the loss is paid to the casino by the insurer.

There are many variants of these provisions, and additional provisions are possible. As can be seen, the contract insures a player against excessive losses, and may give the player more handle pulls than would otherwise be possible for the price of the contract. Also, since there may be no additional player decisions required after the player has purchased the contract, the player need not be present for the execution of the contract and may therefore experience the feeling of remote gambling.

Gaming Device—Any electrical, mechanical, or electromechanical device that accepts wagers, steps through a process to determine an outcome, and pays winnings based on the outcome. The outcome may be randomly generated, as with a slot machine; may be generated through a combination of randomness and player skill, as with video poker; or may be generated entirely through player skill. Gaming devices may include slot machines, video poker machines, video blackjack machines, video roulette machines, video keno machines, video bingo machines, and the like.

Gross winnings—the total of a player's winnings during the execution of a contract without regard to wagers made by the player. For example, if, after five pulls of a contract, a player has attained one winning outcome with a payout of 4 coins, and one winning outcome with a payout of 20 coins, then the player's gross winnings thus far are 24 coins. Since gross winnings does not account for wagers a player makes, gross winnings will always be larger than or equal to net winnings.

Handle pull—a single play at a gaming device, including video poker, video blackjack, video roulette, video keno, video bingo, and other devices. The definition is intended to be flexible in that a single play might constitute a single complete game, or a single wager. For example, in video blackjack, a player might play a single game in which he splits a pair of sevens, requiring an additional wager. This one game might thereby constitute either one or two handle pulls.

Net winnings—the total of a player's winnings during the execution of a contract minus the amount spent by the player on wagers. In the example cited under the definition of “gross winnings,” the net winnings are 19 coins since the player has won 24 coins but used one coin as a wager on each of the five pulls.

Turning now to a detailed description of the contract embodiments of the present invention, 2 5 various aspects of such embodiments are set forth below.

Description of the Contract

A typical contract is an agreement between the insurer and a player. The player agrees to pay a fixed amount of money up front. In return, the player may (or must) gamble at a gaming device for a designated amount of time or for a designated number of outcomes. After the player has gambled the requisite amount, the player has the right to keep any winnings that exceed a certain threshold. The player does not, however, pay any losses. Thus, one function of the contract is to insure the player against losses at a gaming device. There are many variations of the contract and a portion of these are described below.

Another function of the contract is to allow a player to play a large number of handle pulls without the need of a large bankroll. For example, a player wishing to make 600 pulls at a quarter slot machine would ordinarily require $150 (25 cents×600) in order to assure himself the ability of completing the 600 pulls. However, a contract might allow a player to make 600 pulls by paying only $20.

In some embodiments, the contract does not involve an insurer. The function of the contract may be to allow outcomes to be generated for the player while the player is not physically present at the gaming device. In these embodiments, the contract may consist mainly of instructions from the player as to how the slot machine should gamble on the player's behalf. For example, the instructions will tell the machine how fast to gamble, when to quit, and then where to send winnings.

Amount of Play

A contract may place one or more of the following exemplary restrictions on play covered by the contract:

-   -   The player must make a minimum number of handle pulls.     -   The player may not make more than a maximum number of handle         pulls.     -   The player must play for a certain minimum time period.     -   The player must play for less than a certain maximum time         period.     -   The player must maintain a minimum rate of play.     -   The player may not exceed a maximum rate of play.     -   The total coin in over the course of the contract must exceed a         certain minimum amount.     -   The total coin in over the course of the contract must not         exceed a certain amount.     -   The player must play until obtaining a specified outcome.         Coin Denomination

A contract may specify the size of the wager for each pull. The wager size may be the same as that typically used by the gaming device. For example, if a player signs up for a contract at a quarter slot machine, the wager for each pull of the contract might be a quarter. If the slot machine offers multiple coin bets, the wager for each pull might be a quarter, 50 cents, 75 cents etc. The contract may allow or may force the player to vary the wager from pull to pull.

One aspect of a contract may allow all play to occur in “credit mode.” That is, the player need not physically insert money into the gaming device prior to each pull, and money needn't come out of the gaming device after a player win. Rather, a player's credit balance may be stored in a player database either in the gaming device or at the casino server. Every time the player then makes a handle pull, credits are deducted from the player's balance. Every time the player wins, credits are added to the player's balance. The player's credit balance can be displayed on the device so that the player may track his progress.

Since play may occur in credit mode, each wager might consist of coin denominations that are not standard for the gaming device. For example, a device that typically handles quarters may accept wagers of a nickel, of 40 cents, or even of 12½ cents.

Winnings Threshold

A contract may describe some threshold of gross winnings, net winnings, or accumulated player credits above which the player keeps any excess. Gross winnings describes the accumulated player wins from each pull of the contract. Thus, a player who makes 600 pulls on a $1 slot machine as part of a contract and wins $3 on each of 100 pulls has gross winnings of $300 ($3/pull×100 pulls). Net winnings are the gross winnings less the accumulated costs of wagering. In the above example, the accumulated costs of wagering are $600 ($1/pull×600 pulls). Thus, in the above example, the player's net winnings would be negative $300 ($300-$600). Accumulated player credits may mirror a running tally of a player's net winnings. For example, a player may begin with zero credits, with credits deducted in the amount of any wager, and added in the amount of any winnings. Accumulated player credits may also mirror a running tally of gross winnings, or any other statistic about a player's performance.

At the end of a contract, a player's accumulated credits may be compared to a threshold.

The player may then receive a payout of any excess accumulated credits above the threshold. For example, if the threshold is zero, and the player has 44 credits, each credit representing 25 cents, then the player receives a payout of $11 (44 credits×25 cents/credit). If the player had −12 credits, indicating a net loss of 12 credits, then the player receives nothing. The player does not owe $3 because the contract does not make the player responsible for any losses.

The threshold might be at 10 credits, in which case a player with accumulated credits of 30 would receive a payout equivalent to 20 credits at the end of a contract, and a player with 6 credits would receive nothing. A threshold might be at −10 credits, in which case a player with accumulated credits of −6 would receive the equivalent of 4 credits, while a player with −100 credits would receive nothing.

Rather than insuring against all of a player's losses, a contract might insure all losses up to a point and not beyond. Therefore, a contract may have multiple thresholds, each with different functions. A player may, for example, be responsible for any losses beyond a threshold loss of 100 credits. The same player might receive any winnings beyond a threshold of 10 accumulated credits. Thus, if, at the end of the contract, the player has accumulated −125 credits, then the player must pay 25 credits. If the player has accumulated 33 credits, then the player receives a 23 credit payout. If the player has accumulated 49 credits, then the player neither owes nor receives anything.

In some embodiments, a threshold delineates a change in the percentage of a player's winnings or losses between credit tallies above and below the threshold. For example, a player might keep any credits won beyond a threshold of 50. Below 50 credits, the player only keeps 80% of his winnings. Therefore, if a player has 70 credits remaining at the end of a contract, he keeps all 20 credits above 50, and he keeps an additional 40 credits, representing 80% of the first 50 credits. Therefore, the player keeps 60 credits in total.

A player may also be responsible for a percentage of losses above or below a certain threshold. For example, a player may be responsible for 50% of losses over 10 credits. Thus, a player who finishes a contract with minus 20 credits owes nothing for the first 10 credits of loss, but owes 5 credits for the next 10 credits of loss. The player therefore owes 5 credits.

In the most general sense, a contract specifies a functional relationship between what a player's accumulated credits are at the end of the contracted number of pulls, and what the player either owes or is due. The function may be piece-wise linear, or may be rather non-linear and convoluted.

Where there is potential for a player to owe money at the end of a contract, the player may be required to deposit money into the gaming device in advance so as to prevent the player from walking away when he owes money. The advance payment may later be returned if the player turns out to owe nothing at the end of the contract.

In many embodiments, a contract is transparent to the casino. In other words, if the player makes a certain number of pulls, the casino makes the same amount of money whether or not the player happened to be involved in a contract. In these embodiments, however, a casino may collect money that it makes (and the player has lost) from the insurer, rather than from the player. The casino may also act as an intermediary in transactions between the player and the insurer. For example, the casino may collect from the player money that is meant to pay for a contract. The casino may then transfer an equivalent amount of money to the insurer.

In other embodiments, a contract is not completely transparent to the casino. That is, the amount of money a casino receives after a certain number of the player's handle pulls may depend on whether or not the player was in a contract. In one example, a casino agrees that if a player's accumulated credits at the end of a contract are less than −200, then the casino will only collect 200 credits for the contract's handle pulls. This example may benefit the insurer, since the insurer doesn't have to worry about covering player losses in excess of 200 credits. In another example, the casino configures a gaming device to give different odds to a player in contract play versus a player not in contract play.

Player Decisions

As mentioned previously, players may have some restrictions on the play covered by the contract. For example, a contract may cover an hour's play at a gaming device, but require the player to make between 600 and 800 pulls in that hour. In some embodiments, however, contracts may allow players to quit early or to play more than is otherwise covered by the contract. For example, a contract might cover an hour's worth of play. After the first half-hour, the player may be ahead by $100 and wish to quit without risking the loss of the $100 in the subsequent half-hour. He may therefore opt to pay $20 in order to be released from the obligation of continuing the contract. He may then collect his $100 in winnings.

A player at a gaming device may reach the end of a contract with accumulated credits just short of an amount necessary to collect winnings. However, the last 17 out of 20 pulls may have been wins for the player. The player may feel as if he has some momentum going for him and therefore may not wish that the contract be finished. In some embodiments, the player may extend the contract. For example, the gaming device might prompt the player, saying, “For only $5 more, we'll give you another 200 spins added to your contract.” If the player accepts, then the casino or insurer has made a new sale with potential profitability. In some embodiments, the player may be allowed to extend a contract for free, or may even be paid to extend the contract. For example, the player may have winnings of $100 at the end of a contract. The casino, or insurer, may figure that if the player were to keep pulling, he would be likely to lose some of that $100. So the casino may pay the player $5 to take another 200 pulls.

In a related embodiment, a player may carry over the accumulated credits from a first contract to a second contract. Thus, a player with 40 accumulated credits at the end of a first contract may begin a second contract with 40 accumulated credits. The player may pay or be paid for carrying over credits.

Price

In many embodiments, the player pays a fixed sum to buy the contract. In exchange for that fixed sum, the player can then gamble a significant amount with little or no risk of losses. In many embodiments, the insurer takes the risk of the player's loss. The insurer must therefore price the contract so as to be compensated for the risk it takes. In other embodiments, the casino and the insurer share the profits and losses associated with a contract. To ensure a profit to be divided amongst the two, a contract may be priced in excess of a player's average win. Note that a player's loss would count as zero in figuring out the player's average win, since the player does not have to pay for losses.

One method of pricing the contract involves first figuring out what the insurer might expect to pay, on average, to cover a player's losses. Another method of pricing a contract involves first figuring out what the casino/insurer combination might expect to pay, on average, to compensate a player for his winnings. Both methods involve similar computations. Therefore, computations will be described below with respect to only one or the other method of pricing a contract.

Exemplary Price Computations

1) The insurer obtains the gaming device or a component of the gaming device containing significant information about the operation of the gaming device (e.g. the CPU). The insurer then operates the gaming device as a player would when under contract. For example, if the insurer is to sell contracts for 600 pulls, the insurer would make 600 handle pulls at the gaming device and record the number of accumulated credits at the end of the 600 pulls. The insurer may repeat this process of testing contracts at the device for a large number of trials. The insurer may then average what its payments would be over all the trials. Note that while it might take a player days or years to complete, say, 100,000 contracts at a gaming device; the process may be sped up for the insurer by giving the gaming device special instructions to generate outcomes more rapidly. The performance of large number of trials in the manner described above is often called a Monte-Carlo simulation.

The following is an example of pricing a contract. Using the method of pricing described above, an insurer simulates the execution of a 600-pull contract. The insurer repeats the simulation four more times. After the first simulation, the player has won $10. After the second, the player has lost $5. After the third, the player has lost $17. After the fourth, the player has lost $8. After the fifth, the player has won $3. To figure out what the insurer must pay, on average, the insurer adds the three losses to get: $5+$17+$8=$30. The insurer then divides by five, the number of simulations, to get: $30/5=$6. The insurer doesn't care, for the purposes of this calculation, how much the player won when he did win, since the casino is the one paying the player his winnings. Now, in order to obtain an average $4 profit, the insurer might charge $10 for each contract.

2) The insurer obtains or creates software that mirrors or models the operation of the gaming device. For example, the software is configured to generate the same outcomes as does the gaming device with the same frequency as the gaming device. For each outcome generated, the software tracks what a player's accumulated credits would be. As before, the insurer may simulate many contracts and average what its payments would be over all the trials.

3) The insurer mathematically models potential outcomes of one handle pull of the gaming device using a random variable with a probability mass function (PMF) or probability density function (PDF). With these functions, the x-axis may represent potential winnings, such as −$1 or $3, which can occur from a single handle pull. The example of −$1 indicates the player has paid $1 for the pull but has won nothing. The example of $3 indicates that the player has paid $1 for the pull and won $4. The y-axis of these functions represents the probability or probability density of each outcome occurring. The probability of the player getting −$1 on a pull might be 0.8, while the probability of the player getting $3 might be 0.2. A PMF for the number of accumulated credits at the end of a contract can then be created by summing the random variables representing individual handle pulls. If each pull is independent with an identical PMF, as is common with slot machines, then the PMF for the results of the entire contract can be created using repeated convolutions of the PMF's for individual handle pulls. If, for example, 600 pulls are involved, then the PMF for single a handle pull may be convolved with itself 599 times to generate a PMF for the entire contract. Using this resultant PMF, the insurer can easily calculate how much it would expect to pay to cover a player's losses on each contract. If the resultant random variable is denoted by w, and the insurer would by required to pay for any player losses, then the insurer's expected payment is given by Σ−∞⁰w*probability (w).

4) In the method described above, Fourier Transforms, Z transforms, Laplace Transforms, or other transforms can be used to aid in the calculation of the repeated convolutions. Such a use of transforms is well known in the art.

5) As is well known in the art, with many classes of random variables, repeated summation results in a Gaussian probability distribution. This distribution has the shape of the familiar bell curve. The Gaussian distribution has the advantage of being fully described by only two parameters, a mean and a standard deviation. If a Gaussian probability distribution is used to approximate the sum of a large number of independent, identically distributed random variables, such as those that often describe handle pulls, then the mean and standard deviation of the Gaussian distribution is very easily calculated based on the mean and standard deviation of a random variable describing an individual pull. Such calculations are well known in the art. Thus, a Gaussian distribution can easily be generated to approximate the PMF of a player's accumulated credits at the end of a contract. Using this distribution, the insurer can calculate the amount it would be required to pay, on average, to cover a players losses. The method of calculation is similar to that described in 3). If a Gaussian PDF is used as an approximation, then an integral sign replaces the summation sign, and “probability” is replaced by “probability density.”

The following is an example of using a Gaussian probability density function to approximate the amount a casino would be required to pay, on average to, to compensate a player for his winnings at the end of a contract. The contract may then be priced in excess of this amount to ensure an average profit for the casino/insurer combination. A Gaussian function is given by the formula, f(x)=1/√(2πσ)exp(−(x−μ)²/(2σ²)). In this formula, σ is the standard deviation, and μ is the mean. Now, let us suppose that a single handle pull of a slot machine results in a required payout to the player described by a probability mass function with mean μ₀ and standard deviation σ₀. Then, assuming each handle pull is independent, n handle pulls of the slot machine may be described by a function with mean μ=μ₀n and standard deviation σ=σ₀√n. Furthermore, if n is large, then the function describing a casino's aggregate payout after n handle pulls may be approximated by the Gaussian function f(x), whose formula is given above.

To calculate what a casino would have to pay to compensate a player for his winnings, on average, we note that the casino pays when the player wins, but receives nothing when a player loses. Therefore, the expected payment of the casino is given by: ∫_(−∞) ⁰0*f(x)dx+∫ ₀ ^(∞) x*f(x)dx=∫ ₀ ^(∞) x*f(x)dx. We proceed to solve the integral: $\begin{matrix} {{\int_{0^{\infty}}^{\quad}{x^{*}{f(x)}{\mathbb{d}x}}} = {\int_{0^{\infty}}^{\quad}{x^{*}{1/\left. \sqrt{}\left( {2\quad\pi\quad\sigma} \right) \right.}{\exp\left( {{- \left( {x - \mu} \right)^{2}}/\left( {2\quad\sigma^{2}} \right)} \right)}{\mathbb{d}x}}}} \\ {= {{1/\left. \sqrt{}\left( {2\quad{\pi\sigma}} \right) \right.}{\int_{0^{\infty}}^{\quad}{x^{*}{\exp\left( {{- \left( {x - \mu} \right)^{2}}/\left( {2\quad\sigma^{2}} \right)} \right)}{\mathbb{d}x}}}}} \\ {= {{1/\left. \sqrt{}\left( {2\quad\pi\quad\sigma} \right) \right.}{\int_{0^{\infty}}^{\quad}\left\lbrack {{\left( {x - \mu} \right)^{*}{\exp\left( {{- \left( {x - \mu} \right)^{2}}/\left( {2\quad\sigma^{2}} \right)} \right)}} +} \right.}}} \\ {\left. {\mu^{*}{\exp\left( {{- \left( {x - \mu} \right)^{2}}/\left( {2\quad\sigma^{2}} \right)} \right)}} \right\rbrack{\mathbb{d}x}} \\ {= {2\quad{\sigma^{2}/\left. \sqrt{}\left( {2\quad\pi\quad\sigma} \right)^{*} \right.}{\left( {{- 1}/2} \right)^{*}\left\lbrack {\exp\left( {{- \left( {x - \mu} \right)^{2}}/} \right.} \right.}}} \\ {\left. \left. \left( {2\quad\sigma^{2}} \right) \right) \right\rbrack_{0^{\infty}} + {\mu{\int_{0^{\infty}}^{\quad}{{1/\left. \sqrt{}\left( {2\quad\pi\quad\sigma} \right) \right.}{\exp\left( {{- \left( {x - \mu} \right)^{2}}/} \right.}}}}} \\ {\left. \left( {2\quad\sigma^{2}} \right) \right){\mathbb{d}x}} \end{matrix}$

We deal with the two terms separately: $\begin{matrix} {\begin{matrix} {2\quad{\sigma^{2}/\left. \sqrt{}\left( {2\pi\quad\sigma} \right)^{*} \right.}\left( {{- 1}/2} \right)^{*}} \\ \left\lbrack {\exp\left( {{- \left( {x - \mu} \right)^{2}}/\left( {2\quad\sigma^{2}} \right)} \right)} \right\rbrack_{0^{\infty}} \end{matrix} = {{- \sigma^{2}}/\left. \sqrt{}{\left( {2\pi\quad\sigma} \right)^{*}\left\lbrack {0 - {\exp\left( {{- \mu^{2}}/\left( {2\quad\sigma^{2}} \right)} \right)}} \right\rbrack} \right.}} \\ {= {\sigma^{2}{{\exp\left( {{- \mu^{2}}/\left( {2\quad\sigma^{2}} \right)} \right)}/\left. \sqrt{}\left( {2\quad\pi\quad\sigma} \right) \right.}}} \\ {= {n\quad\sigma_{0}^{2}{{\exp\left( {{- n^{2}}{\mu_{0}^{2}/\left( {2n\quad\sigma_{0}^{2}} \right)}} \right)}/}}} \\ {\left. \sqrt{}\left( {2\quad\pi\left. \sqrt{}n \right.\quad\sigma_{0}} \right) \right.} \\ {= {n^{3/4}\sigma_{0}^{3/2}{{\exp\left( {{- n}\quad{\mu_{0}^{2}/\left( {2\quad\sigma_{0}^{2}} \right)}} \right)}/}}} \\ {\left. \sqrt{}\left( {2\quad\pi} \right) \right.} \end{matrix}$ and $\begin{matrix} {\begin{matrix} {\mu{\int_{0^{\infty}}^{\quad}{1/\left. \sqrt{}\left( {2\pi\quad\sigma} \right) \right.}}} \\ {{\exp\left( {{- \left( {x - \mu} \right)^{2}}/\left( {2\quad\sigma^{2}} \right)} \right)}{\mathbb{d}x}} \end{matrix} = {\mu{\int_{{- \mu}/\sigma^{\infty}}^{\quad}{{1/\left. \sqrt{}\left( {2\pi\quad\sigma} \right) \right.}{\exp\left( {{- y^{2}}/2} \right)}\sigma{\mathbb{d}y}}}}} \\ {\left( {{{where}\quad y} = {\left( {x - \mu} \right)/\sigma}} \right)} \\ {= {\mu\left. \sqrt{}\sigma \right.{\int_{{- \mu}/\sigma^{\infty}}^{\quad}{{1/\left. \sqrt{}\left( {2\pi} \right) \right.}{\exp\left( {{- y^{2}}/2} \right)}{\mathbb{d}y}}}}} \\ {= {\mu\left. \sqrt{}{\sigma\left\lbrack {1 - {\int_{- \infty^{{- \mu}/\sigma}}^{\quad}{1/\left. \sqrt{}\left( {2\quad\pi} \right) \right.}}} \right.} \right.}} \\ \left. {{\exp\left( {{- y^{2}}/2} \right)}{\mathbb{d}y}} \right\rbrack \end{matrix}$

The integral is the cumulative distribution function for a zero mean, unit standard deviation Gaussian, for which tables exist. We denote it by N(−μ/σ). Continuing: $\begin{matrix} {\begin{matrix} {\mu{\int_{0^{\infty}}^{\quad}{1/\left. \sqrt{}\left( {2\quad\pi\quad\sigma} \right) \right.}}} \\ {{\exp\left( {{- \left( {x - \mu} \right)^{2}}/\left( {2\quad\sigma^{2}} \right)} \right)}{\mathbb{d}x}} \end{matrix} = {\mu\left. \sqrt{}{\sigma\left\lbrack {1 - {N\left( {{- \mu}/\sigma} \right)}} \right\rbrack} \right.}} \\ {= {n\quad\mu_{0}n^{1/4}\left. \sqrt{}{\sigma_{0}\left\lbrack {1 - {N\left( {{- n}\quad{\mu_{0}/\left( {\left. \sqrt{}n \right.\quad\sigma_{0}} \right)}} \right)}} \right\rbrack} \right.}} \\ {= {n^{5/4}\mu_{0}\left. \sqrt{}{\sigma_{0}\left\lbrack {1 - {N\left( {{- \left. \sqrt{}n \right.}\quad{\mu_{0}/\sigma_{0}}} \right)}} \right\rbrack} \right.}} \end{matrix}$

Recombining the two terms we get: ∫₀ ^(∞) x*f(x)dx=n ^(3/4)σ₀ ^(3/2) exp(−nμ ₀ ²/(2σ₀ ²))/√(2π)+n ^(5/4)μ₀√σ₀[1−N(−√nμ ₀/σ₀)]

If we were to graph the above as a function of n, the number of pulls, we would see that initially, as the number of pulls in a contract gets larger, a casino could expect to pay more money to compensate a player for his winnings. However, there would reach a point, beyond which more pulls in a contract would actually decrease the amount a casino could expect to pay to compensate a player for his winnings. This illustrates an important feature of contracts. Having more pulls in a contract is not necessarily an advantage for a player.

6) A casino or insurer may start with a first price for a contract, and then evolve the price as more and more of the contracts are purchased and executed. For example, if an insurer loses money on the first few contracts it sells, then it may increase the price of the contract. If the insurer makes large profits on its first few contracts, then it may reduce the price.

Once the insurer has determined what it can expect to pay, on average, to cover a player's losses, the insurer may price the contract so as to give itself a desired profit margin. For example, if the insurer can expect to pay, on average, $15 to cover a player's losses, then the insurer might price the contract at $20 to insure itself a $5 average profit.

Automatic Play

A contract may require certain behaviors of the player. As mentioned, these behaviors may include maintaining a certain rate of play, or performing a minimum number of handle pulls. The gaming device on which a contract is executed may take various steps to ensure that the behaviors are performed. To this end, the gaming device may initiate handle pulls automatically or may fail to register handle pulls that the player attempts to initiate. For example, if the player must make at least one handle pull every 10 seconds, and the player has failed to make any handle pulls in 9 seconds, then the gaming device may automatically initiate a handle pull for the player on the tenth second. As another example, a player may be restricted from making more than one pull every 10 seconds. If in the same 10-second interval, the player attempts to make more than one handle pull, the second handle pull may not be initiated, at least until the next 10-second interval.

As can be seen from the above two examples, the player may maintain some control over his gambling behavior even while the gaming device forces him to comply with the contract. So a player who must make a pull every 10 seconds still has control over whether the pull occurs on the first second of an interval or the eighth second of an interval. Such control can be psychologically important, because many players feel that the exact moment at which the handle pull is initiated has an important effect on the ultimate outcome.

In some cases, a player may not desire to make any active decisions once a contract has been initiated and may simply put a gaming device into “automatic play.” The player may later have the option of taking the gaming device out of automatic play and of manually initiating handle pulls.

Offering the Contract

A contract may be offered to a player in a number of ways. A gaming device may use text or synthesized voice to ask a person whether or not he would like to sign up for a contract. A casino attendant may offer a contract to a player, or signs at a casino may point a player towards a casino desk where he may then purchase a contract.

A number of circumstances may trigger the casino or an insurer to offer a contract to the player. For example, the player may have lost most of an initial stake deposited into a gaming device. A player may be slowing his play, or may no longer be inserting coins into the machine. The time of day may be a player's typical lunch time or departure time. A player may have the opportunity to enter into a contract only if he also agrees to do business with a particular merchant or group of merchants. The player may have the opportunity to enter into a contract if the casino or insurer deems him a good, valuable, or loyal customer.

Agreeing to the Contract

A player may specify a desired contract in a number of ways. At a gaming device, a player may use a touch screen to indicate his desire to enter into a specific contract. Using the touch screen, the player may select from a menu of possible contracts. For example, the menu might list several contracts with different time durations or different prices. The player could then select a contract by touching an area of the screen next to his desired contract.

The player might use menus to customize a contract for himself. The player might use a first menu to select a duration of the contract (e.g. 600 pulls, or ½ hour). A second menu might be used to select a rate of play. A third menu might be used for coin denomination. Many other menus are possible for other contract features. Once the player has selected several contract features, the gaming device may select the remaining feature so as to make the contract profitable for the insurer. For example, once the player has chosen a number of pulls and a coin denomination, the gaming device might choose the price of the contract.

Rather than a touch screen, a player may use special buttons, keys, or voice input to specify a desired contract or contract terms.

In some embodiments, a player chooses a contract prior to approaching the gaming device or even the casino. A player might select a contract on the Internet. On the Internet, the player might specify terms of the contract, such as the number of pulls, the rate of play, the cost, the payout tables, the winning symbol combinations, etc. The player may then print out a code or a document describing the terms of the contract. The player then brings the code or document to a gaming device that then recognizes what contract the player has chosen. When the player signs up for a contract, a description of the contract might be sent electronically directly to the gaming device. The player might then only identify himself at the gaming device in order to initiate contract play.

Other terms of a contract a player may agree to or specify include: the font size of the machine, the noise level of the machine's sound effects, the particular game (e.g. number of reels, number of pay lines), the brightness of the display, etc.

Signature

To confirm entry into a contract, a player might sign a document that may contain the terms of the contract. The document may be printed from a gaming device or from the Internet, or may be obtained from a counter at a casino. The signed document may then be deposited into an opening in the gaming device, may be returned to a casino counter, or may be kept by the player. The player might also sign an area on a touch screen or other sensing device.

A player might also confirm entry into a contract simply by paying for it. The player might pay be depositing tokens, coins or other currency into the gaming device. The player might pay using a credit or debit card. The player might also pay from a player credit account established with the casino. The player might pay at a counter of the casino and might receive a contract or a contract indicator to bring to a gaming device. The gaming device might then recognize the contract indicator by, for example, a bar code, and then execute the contract.

Instruction Sets

A typical contract may cover and/or require a large number of handle pulls by the player. Now ordinarily, when a player is gambling at a gaming device for a long period of time, the player makes a number of decisions related to his gambling. Should the player play more quickly or more slowly? Should the player double his bet after a loss? Should the player quit after a sizable win? Should the player take a short break to use the restroom?

Since the contract covers a large number of pulls, it is possible for the some player decisions to be made beforehand and included in the contract. A gaming device may then act on the decisions specified in the contract without further input from the player. For example, while negotiating a contract for an hour of play at 10 pulls per minute, a player might decide he'd like a 15 minute break between the first ½ hour and the second ½ hour of pulls. The gaming device might then execute the contract for the first half hour by automatically spinning and generating outcomes for the first ½ hour. The gaming device might then freeze for 15 minutes, preventing other players from stepping in and allowing the contract holding player to take his 15 minute break. The device can then unlock after 15 minutes, perhaps with the entry of a password, and resume the generation of outcomes.

One important aspect of having a player's decisions spelled out before hand in the contract is that the player need not even be present at the gaming device. A player can sign up for a contract at a casino in Las Vegas, and then have the contract executed automatically by a gaming device. The player can then view a running tally of his accumulated credits over the Internet while in Virginia, for example.

In general, player instructions built into a contract will include some action to be performed as well as some triggering condition for the action. As an example, a player instruction may be to increase the rate of handle pulls provided accumulated player credits exceed 100. In this example, the action is to increase the rate of handle pulls, and the triggering condition is whether accumulated player credits exceed 100. The following player actions may be part of a player's instructions:

-   -   Increase or decrease a wager amount on one or more handle pulls.     -   Increase or decrease a rate of wagering.     -   Cease gambling.     -   Change the way outcomes are displayed.

The following conditions may trigger the above actions

-   -   The player has just won or lost on one or more handle pulls.     -   The player has just won a certain amount on one or more handle         pulls.     -   Any player defined sequence of wins and losses has occurred on         prior handle pulls.     -   The player has approached or left the vicinity of the gaming         device.     -   The current time has reached a particular time of day.

One advantage of contracts executed by the gaming device is that a gaming device can gamble at speeds a human is incapable of achieving. For example a player is on a winning streak, but must soon join his family for lunch. Rather than cash out and leave, he decides to accelerate his play to 2 pulls per second. He therefore enters a into a contract which is to be executed by the machine at 2 pulls per second for the next 8 minutes. In this contract, an insurer is not involved. The contract simply serves as a means of increasing the rate of play. As it happens, the player loses all his money in 6 minutes, and so the contract ends.

Player instructions may tell the slot machine to play faster when the player is present or is observing in some way, and to play more slowly while the player is asleep. For example, the rate of pulls may be twice as fast during the day as at night. The rate of play may likewise be faster when an infrared detector in the slot machine senses the heat of the player's presence.

Player instructions may also tell a gaming device how to play certain games involving player decisions. For example, a player may leave instructions to use basic strategy in a game of video blackjack, or to play according to published theory in a game of video poker. The player may add instructions to always draw to a four card open-ended straight flush.

Times of Execution

A contract may be executed over a range of different time periods. The outcomes, the accumulated player credits, and the player winnings may or may not be displayed to the player at the same time at which the outcomes are being generated.

In one embodiment, all the outcomes needed for a contract are generated very rapidly by a gaming device, perhaps all in less than a second. The outcomes may then be displayed to the player over a much longer time frame so as to give the player a more exciting gaming experience.

In another embodiment, outcomes may be continuously generated at a rate comparable to that with which a player might make handle pulls on his own. This embodiment might be entertaining for a player if the player is sifting at the gaming device or watching the outcomes being generated from a home computer.

In another embodiment, outcomes are generated on a periodic basis at fixed times every day, week, hour, etc. For example, outcomes for a 600-pull contract may be generated 100 outcomes at a time, each block being generated from 8 pm-9 pm on Sunday. Thus, it would take just under six weeks for the entire contract to be executed. This method of execution may be ideal if a player has a schedule as to when he enjoys watching outcomes being generated. For example, the player might enjoy seeing outcomes generated while he watches his favorite show on Sundays from 8 pm to 9 pm. This method of execution might also be ideal for the casino if slow business periods occur on a periodic basis where the entire contract cannot be executed in a single period.

In still another embodiment, outcomes are generated on a flexible basis, either when it is convenient for the casino or for the player. In this embodiment, the casino may wait for a gaming device to be free of use before using it to generate the next couple of outcomes of a contract. Alternatively, the player may signal the gaming device any time he is ready to have the next few outcomes generated

Viewing the Contract's Execution

As discussed, a player may enjoy watching from a remote location as the outcomes of his contracts are generated. Since the player is not physically at the slot machine, the outcomes must be presented to the player via some graphical representation. In one embodiment, a camera simply films the gaming device generating the player's outcomes. The image from the camera is transmitted to the player device via the Internet, the cable system, satellite, etc. The player device might be, for example, a TV or a personal computer. In another embodiment, the generated outcomes are recorded either by the gaming device, by a camera watching the device, or by a casino employee. The generation of the outcomes is then graphically recreated for the player in a manner not necessarily consistent with the physical appearance of the gaming device that generated the outcomes. For example, a gaming device generates the outcome: cherry-orange-lemon. The gaming device then transmits, via the casino server and the Internet, a bit sequence indicating the outcomes cherry-orange-lemon. Perhaps the bits “0000” represent cherry, “0011” represent orange, and “1111” represent lemon. The bit sequence is transmitted to a player's home computer, where a software program displays a cartoon representation of a slot machine. The cartoon shows the reels spinning and stopping with the outcome: cherry-orange-lemon. The cartoon representation of the slot machine may not look anything like the slot machine that originally generated the outcomes. In some embodiments, a player views a combination of the actual image of his gaming device, and a computer-rendered version of a gaming device. For example, a cartoon of the reels spinning might be displayed within the frame of an actual image of the slot machine, without the reels.

In some embodiments, the player does not view a graphical representation of the outcomes, but sees the outcomes as text, such as “seven-bar-bar,” “s-b-b,” “7-b-b,” etc. The player may not even see the outcomes, just how much he has won or lost on every pull. Thus, the player may view a periodically updated tally of his accumulated credits. He may only view his total accumulated credits, or his take home winnings, after all outcomes have been generated.

Any graphical or textual representation of the player's outcomes, accumulated credits, or other contract information may be displayed either on an entire portion of a computer or TV screen, or on a smaller portion of the screen. For example, a small cartoon slot machine may reside in a box in the upper right hand corner of a TV screen that simultaneously displays a regular TV show. A player watching television need then only glance up at the corner of his screen to follow the progress of his contract. Representation of outcomes may also be place in an email message to the player.

Of course, the various representations of outcomes may be used just as well with a player physically present at the gaming device or at the casino.

In some embodiments, the player calls up a number to monitor the progress of his contract. He may enter a code or password when prompted by a voice response unit (VRU) and thereby access the outcomes from his particular contract.

A player may be sent updates on his contract only when certain triggering conditions are met. For example, a player may only wish for updates when he wins more than 100 credits on a spin, or when the contract terminates.

Revenue Management

As discussed previously, the pricing of a contract will often take into account the expected amount an insurer must pay to a casino to cover a player's losses, or the expected amount that a casino and insurer in combination can expect to pay to compensate the player for his winnings. Pricing of contracts may account for additional factors such as, for example:

Times or dates on which the contract is to be executed.

The gaming device on which the contract is to be executed

Flexibility in the contract's execution.

A player's playing history.

The importance of the player as a customer of the casino.

For example, a contract which is to be executed during a period of low customer activity at a casino may be priced at a discount. This is because a casino would like to encourage the use of gaming devices that are otherwise empty. Alternatively, a casino may want to discourage the purchase of contracts during times of high customer traffic, and so contracts may be higher priced at such times.

If a contract has flexibility as to when it may be executed, then this allows the casino to execute contracts only during times when gaming devices would not otherwise be in use. Therefore, such a contract might be priced more favorably.

A contract that is executed at an unpopular gaming device, for example, might be priced more favorably for the player so as to encourage the use of that device.

If a player shows signs of nearing the end of his gambling session, a contract might be priced at a discount for that player. For example, a player might be slowing his rate of play, indicating boredom. A player might be lowering his wager size, indicating a decreasing bankroll. A player might simply have been at a gaming device for such a long time that he would almost necessarily be hungry enough to leave at any moment. Providing a discount on a contract to such players would encourage them to remain gambling for at least the time it takes to execute the contract.

Settlement

In some embodiments, the casino acts as the intermediary in transactions between a player and the insurer. The casino is an intermediary, for example, when its gaming devices collect a player's payment for a contract, even though that payment is meant to go to the insurer. The casino is also an intermediary when it does not collect losses from a player, but from an insurer.

Since the casino may engage in many transactions with the insurer, it would potentially be inefficient for the casino to transfer money to the insurer, or vice versa, after every transaction. Therefore, the casino or the insurer may maintain records of how much one owes the other. The casino and the insurer may then settle their accounts periodically. If the casino owes the insurer money, then the casino may wire money to the insurer. If the insurer owes the casino, then the insurer may wire money. Of course, many other methods of settlement are possible.

In cases where a contract has resulted in a net win for the player, the player must be paid. If the player is at the casino, he may enter into a gaming device a password or other identifier of himself or of his contract. The gaming device may then access a database in the casino server containing the details of the contract, including the amount owed to the player. The gaming device may then payout the amount owed in the form of cash, tokens, paper receipts or vouchers, digital cash, digital receipts, etc. The player may also collect his winnings at a casino desk, perhaps after presenting identification.

If a player is remote from a casino when his contract has finished executing, then the player may be sent his winnings either by the insurer or the casino. If the insurer provides the winnings, then the casino may later reimburse the insurer in the amount of the winnings. The winnings may be sent in the form of cash, check, money order, etc. The winnings may be sent by postal mail, by wire transfer, by direct deposit, by email as digital cash, etc.

In some embodiments, the casino may simply keep the player's winnings in a player account at a casino, to be accessed by the player next time he visits the casino. The winnings may, in the meantime, accumulate interest. The casino (or insurer) may also alert the player that his contract has finished executing and that he has winnings. The player may be instructed to come to the casino and pick them up.

In some embodiments, the player may have left instructions to take any winnings from a first contract and purchase a second contract. This allows for the notion of a meta-contract. Just as a contract may specify how to allocate money for pulls, a meta-contract would describe how to allocate money for contracts. There could then be meta-meta-contracts, and so on.

Numerous variations on the above-described contract embodiments of the present invention may be practiced without departing from the spirit and scope of the present invention. For example, a player may be halfway through a contract and have negative 200 accumulated credits.

The player might therefore lose all hope of winning enough to overcome the 200-credit deficit, and so lose interest in the contract. Therefore, in one embodiment, a player who is well below a threshold number of accumulated credits for winning may play for an altered pay table. Low paying outcomes may be eliminated, while the likelihood of achieving high paying outcomes may increase. This is because a player with a 200-credit deficit probably doesn't care about a win of ten credits, but does care about a win of 500 credits. The overall hold percentage of the machine may remain constant. In some embodiments, the alteration of the pay tables is an automatic function of the number of pulls remaining and the credit deficit of the player. In other embodiments, the player must request an alteration of the pay tables. As an example, a player may select an option that says, “Let me play just for the jackpot. Eliminate everything else and make the jackpot more likely.” The player may or may not have to pay for an alteration of the pay tables. In a more general sense, the pay tables may change such that the standard deviation of the payout for a particular handle pull changes even as hold percentage may remain constant.

In another embodiment, a player might purchase a contract at a casino desk and receive a token that indicates the type of contract. The player might then deposit the token into a gaming device. The gaming device would then recognize the token and be able to execute the contract.

A player may have the privilege of entering into favorable contracts after a fixed amount of initial betting. For example, if the player wagers for an hour, he may be able to enter into a contract where each pull is at true odds. That is each pull pays back, on average, the same amount that was put in. Typically the pull pays back less. In yet another embodiment, a player may receive better odds on contract play when he is recommended to the casino by a friend.

In some embodiments, certain results of a pull may terminate a contract early. For example, if a player hits the jackpot, the contract may terminate. In other embodiments a player's accumulated credits can be displayed to a player as a function of time in the form of a graph. The graph may look much like graphs used to plot the price of a stock market index as a function of time. In some embodiments, a player wins money or some other prize if the graph takes on a certain shape. For example, if the line of the graph is such that it slips between several sets of markers (much like a skier on a slalom course), then the player may win a large prize.

In some embodiments, a player's winnings on each pull of the contract are reinvested into the contract, whereas in other embodiments they are not. In one example, a player purchases a contract for $100. The player instructs the gaming device to gamble the $100 until it is all gone. However, any winnings are not to be used to gamble, they are to be sent directly to the player. In a second example, the player purchases a contract for $100 and instructs the gaming device to gamble the $100 until it is gone or until it has become $200. Here, the player elects to reinvest winnings, using the winnings to pay for new handle pulls even after $100 worth of handle pulls has been made already.

A contract may reward a player based on any second order data, or meta-data about one or more outcomes. Examples include rewarding the player if three like outcomes occur in a row, if 20 cherries come up in 10 sequential spins, if the players accumulated credits ever reach 100, etc. An example previously mentioned is rewarding a player based on the pattern of a graph of accumulated winnings as a function of time. A player might choose the “meta-outcomes” on which he desires to be rewarded, and the gaming device may figure the corresponding odds and the size of the reward should the meta-outcome occur.

A player may be rewarded with the downside of a sequence of outcomes much as buying insurance gives him the upside. For example, a player pays a fixed sum of money, and collects winnings for every dollar in the negative the contract finishes at. Thus, if a contract ends with the player having minus 20 accumulated credits, then the player collects 20 credits.

A contract may apply to a “best 100” sequence of a larger sequence of pulls. For example, the player pays $100 for a contract of 1000 pulls. From those 1000 pulls, the player gets to choose any 100 consecutive outcomes to determine his winnings, and can disregard the rest of the outcomes. Thus the player can say he wants to use outcomes 506 through 605. Perhaps there was a hot streak during that sequence. The player's winnings are then determined solely based on what happened between pulls 506 and 605. This might result in winnings of $200, whereas having counted all 1000 pulls would have resulted in a net loss for the player. Of course, the gaming device may automatically choose the most favorable sequence for the player.

A player may choose his favorite outcome and receive higher payouts for that outcome, special privileges for receiving that outcome (e.g. the ability to terminate a contract), etc.

Returning now to the figures, FIG. 16 is a schematic representation of an embodiment of a system configured to carry out the contract embodiments described above. The system 1600 comprises a casino server 1605 in communication with insurer device 1610, a gaming device 1615, and a player device 1620. As used herein, a device (including the casino server 1605, the insurer device 1610, the gaming device 1615 and/or the player device 1620) may communicate, for example, through a communication network such as a Local Area Network (LAN), a Wide Area Network (WAN), a Metropolitan Area Network (MAN), a Public Switched Telephone Network (PSTN), a proprietary network, a Wireless Access Protocol (WAP) network, or an Internet Protocol (IP) network such as the Internet, an intranet or an extranet. Moreover, as used herein, a communication network includes those enabled by wired or wireless technology.

It should be understood that any number of gaming devices and any number of player devices can be used in system 1600. Although system 1600 includes both a casino server 1605 and an insurer device 1610 as illustrated, one or the other of these elements may be omitted (for example, the insurer device may be omitted in embodiments that do not include an insurer or where the casino acts as the insurer). Similarly, although system 1600 includes both a gaming device 1615 and a player device 1620 as illustrated, one or more of these embodiments may be omitted (for example, the player device may be omitted if the casino has not implemented remote gaming). Further, some or all of the functionality of a casino server 1605 may be carried out by insurer device 1610 and vice versa. Similarly, some or all of the functionality of casino server 1605 and/or insurer device 1610 may be carried out by gaming device 1615 and vice versa. In one embodiment, the casino server 1605 comprises one or more computers that are connected to a remote database server.

Turning now to FIG. 17, therein depicted is schematic illustration of a casino server 1605. Casino server 1605 is an illustration of an embodiment of the casino server of the same number in FIG. 16. Casino server 1605 comprises a processor 1705 in communication with a communications port 1710 and storage device 1715. Contained in storage device 1715 is a program 1720, a player database 1725, a gaming device database 1725, and a contracts database 1730. Each of these databases will be described in detail below. The processor 1705 performs instructions of the program 1720, and thereby operates in accordance with the present invention. The program 1720 may be stored in a compressed, uncompiled and/or encrypted format. The program 1720 furthermore includes program elements that may be necessary, such as an operating system, a database management system, and “device drivers” used by the processor 210 to interface with peripheral devices. Appropriate program elements are known to those skilled in the art.

Note that the processor 1705 and the storage device 1715 may be, for example, located entirely within a single computer or other computing device or located in separate devices coupled through a communication channel.

Turning now to FIG. 18, therein depicted is a schematic illustration of an insurer device 1610. Insurer device 1610 is an illustration of an embodiment of the insurer device 1610 of the same number in FIG. 16. Insurer device comprises a processor 1805 in communication with a communications port 1810 and a storage device 1815. Storage device 1815 stores a program 1820. The processor 1805 performs instructions of the program 1820, and thereby operates in accordance with the present invention. The program 1820 may be stored in a compressed, uncompiled and/or encrypted format. The program 1820 furthermore includes program elements that may be necessary, such as an operating system, a database management system, and “device drivers” used by the processor 1805 to interface with peripheral devices. Appropriate program elements are known to those skilled in the art. Note that the processor 1805 and the storage device 1815 may be, for example, located entirely within a single computer or other computing device or located in separate devices coupled through a communication channel.

Turning now to FIG. 19, therein depicted is a schematic illustration of a gaming device 1615. Gaming device 1615 is an illustration of an embodiment of the gaming device of the same number depicted in FIG. 16. Gaming device 1615 comprises a processor 1905 in communication with a communications port 1910, an input device 1915, an output device 1920, and a storage device 1925. Storage device 1925 stores a program 1930. The processor 1905 performs instructions of the program 1930, and thereby operates in accordance with the present invention. The program 1930 may be stored in a compressed, uncompiled and/or encrypted format. The program 1930 furthermore includes program elements that may be necessary, such as an operating system, a database management system, and “device drivers” used by the processor 1905 to interface with peripheral devices. Appropriate program elements are known to those skilled in the art.

Note that the processor 1905 and the storage device 1925 may be, for example, located entirely within a single computer or other computing device or located in separate devices coupled through a communication channel.

Input device 1915 may comprise, for example, a player slot card interface, a keypad, a touch-screen, a microphone and/or any other device which allows a player to input information into gaming device 1615. Output device 1920 may comprise, for example, a display area, a microphone, and/or any other device that allows gaming device 1615 to output information to a player. Gaming device 1615 may comprise, for example, a slot machine, video poker machine, video keno machine, or a video blackjack machine. A combination of these type of machines may be used in embodiments where casino server 1605 is in communication with more than one gaming device 1615.

Turning now to FIG. 20, therein depicted is a schematic illustration of a player device 1620. Player device 1620 is an illustration of an embodiment of the player device of the same number depicted in FIG. 16. Player device 1620 may be, for example, a personal computer (PC), laptop, personal digital assistant, a cellular telephone, a pager, and/or any other device that allows a player to remotely monitor and participate in play of a gaming device in accordance with the present invention. Player device 1620 comprises a processor 2005 in communication with a communications port 2010 and a storage device 2015. Storage device 2015 stores a program 2020. The processor 2005 performs instructions of the program 2020, and thereby operates in accordance with the present invention. The program 2020 may be stored in a compressed, uncompiled and/or encrypted format. The program 2020 furthermore includes program elements that may be necessary, such as an operating system, a database management system, and “device drivers” used by the processor 2005 to interface with peripheral devices. Appropriate program elements are known to those skilled in the art. Note that the processor 2005 and the storage device 2015 may be, for example, located entirely within a single computer or other computing device or located in separate devices coupled through a communication channel.

It should be noted that any and all of the processors 1705, 1805, 1905, and 2005 may comprise one or more microprocessors such as one or more INTEL® Pentium® processors. Further, any and all of the storage devices 1720, 1815, 1925, and 2015 may comprise any appropriate storage device, including combinations of magnetic storage devices (e.g., magnetic tape and hard disk drives), optical storage devices and semiconductor memory devices, such as Random Access Memory (RAM) devices and Read Only Memory (ROM) devices.

Examples of databases that may be used in connection with the system 1600 will now be described in detail with respect to FIGS. 21 through 23. Each figure depicts a database in which the data is organized according to a data structure in accordance with embodiments of the present invention. The data may be stored, for example, on a computer readable medium and be accessible by a program executed on a data processing system. The schematic illustrations and accompanying descriptions of the databases presented herein are exemplary, and any number of other database arrangements could be employed besides those suggested by the figures.

Player Database

Referring to FIG. 21, a table represents one embodiment of the player database 1720 that may be stored at the casino server 1605 shown in FIG. 16 according to an embodiment of the present invention. The table includes entries identifying players that may be participating in contracts for flat rate play sessions with system 1600. The table also defines fields 2105, 2110, 2115, 2120, 2125, 2130, and 2135 for each of the entries. The fields specify (i) a player identifier 2105 that uniquely identifies a player; (ii) a name 2110 associated with the player; (iii) an address 2115 that facilitates communications with the player; (iv) a financial account identifier 2120, such as a credit or debit card account, associated with the player through which payment may be obtained and to which player winnings may be credited; (v) demographic information 2125 that may be utilized to determine a price or other terms for a contract; (vi) credits 2130 that represent the amount of casino credits associated with the player; and (vii) a lifetime coin in 2135 that represents the amount of coin in wagered by the player over the course of his or her relationship with the casino and/or insurer.

Gaming Device Database

Referring to FIG. 22, a table represents one embodiment of the gaming device database 1725 that may be stored at the casino server 1605 shown in FIG. 16 according to an embodiment of the present invention. The table includes entries identifying gaming devices operated by the casino. The table also defines fields 2205, 2210, and 2215 for each of the entries. The fields specify a (i) a gaming device identifier 2205 that identifies a gaming device; (ii) a name 2210 associated with the gaming devices, such as, for example, Diamond Mine®; and (iii) a manufacturer 2215 of the gaming device.

Contract Database

Referring to FIG. 23, a table represents one embodiment of the contract database 1730 that may be stored at the casino server 1605 shown in FIG. 16 according to an embodiment of the present invention. The table includes entries identifying contracts that may or have been purchased via the system 1600. The table also defines fields 2305, 2310, 2315, 2320, 2325, 2330, 2335, 2340, and 2345 for each of the entries. The fields specify (i) a contract identifier 2305 that identifies a contract that has been purchased or is available for purchase by a player; (ii) a player identifier 2310 that identifies a player, if any, that may be associated with the contract; (iii) an initial bankroll 2315; (iv) a description 2320 that describes the terms of the contract; (v) a cost 2325 of the contract; (vi) a result 2330 that indicates the current status of the contract; (vii) an amount owed the player 2335; (viii) an amount owed the insurer 2340; and (ix) a total amount owed the insurer 2345.

A method that may be used in connection with the system 1600 according to an embodiment of the present invention will now be described in detail with respect to FIG. 24. The method shown in FIG. 24 may be performed, for example, by a casino server 1605 in response to a player's request to purchase a contract and after determining the price and terms of the contract the player wishes to purchase. This flow chart does not imply a fixed order to the steps, and embodiments of the present invention may be practiced in other orders.

The method 2400 begins upon receipt of payment from a player for a fixed number of pulls in step 2405. In other embodiments this step may comprise receipt of payment for a fixed duration of time during which the player may play. Receipt of payment may comprise, for example, receipt of a monetary input into a gaming device 1615 or receipt of (and, e.g. approval of a charge on) a financial account identifier. The received payment, or an indication of it, is then transmitted to an insurer in step 2410. Outcomes are then generated for a fixed number of pulls in step 2415. An adjustment of a tally of the player's accumulated credits based on the outcomes is performed in step 2420.

In step 2425 it is determined whether the adjusted tally exceeds a predetermined threshold. If it does, the method 2400 proceeds to step 2435 where the player is paid the amount by which the tally exceeds the threshold. Payment to the player may be achieved by, for example, outputting a monetary amount comprising the payment to the player at the gaming device or by crediting the amount of the payment to a financial account identifier associated with the player. If it is determined in step 2425 that the adjusted tally does not exceed the predetermined threshold then the method 2400 proceeds to step 2430 in which the amount by which the tally falls short of the threshold is collected from the insurer.

Additional Description of Various Embodiments

As further illustration of what has been described herein, additional descriptions of some embodiments of the present invention will now be set forth. Specifically, various examples of embodiments comprising a video poker gaming device will now be described. It should be noted that, as used herein, the terms “contract,” “gaming contract,” “session,” “gaming session,” “play session,” “flat rate session” and “flat rate play session” may be used interchangeably to describe flat rate session play of the present invention, wherein players provide a flat price and in exchange execute a plurality of game plays administered by a gaming device. For example, if a gaming device is described as storing a number of gaming contracts with operator-specified parameters, it may be understood that such contracts are in essence pricing arrangements that allow for players to execute one or more gaming sessions by providing a flat rate price.

As described, prices of various flat rate sessions or contracts may be determined based on a variety of associated parameters, such as the duration of the contract, the wager amount per game play, the starting balance of the contract, active payouts associated with the contract, and so on.

For example, as described, in one or more embodiments, an operator may calculate (e.g., by way of repeated mathematical simulation) the average amount paid out to a player of a gaming contract when the contract comprises various parameters. For example, it may be determined that the average “contract cost” (e.g., the average amount paid out to players upon resolution of a gaming contract) is $10.03 for a draw video poker contract characterized by the following parameters:

-   -   Contract duration/interval: 30 minutes or 250 hands of draw         poker     -   Wager amount per hand: $0.25     -   Starting balance: 0 credits (each wager deducts one credit, such         that the player's balance can be negative)     -   Active pay combinations: Royal Flush pays 4,000 credits,         Straight Flush pays 50 credits, Four of a Kind pays 25 credits,         Full House pays 9 credits, Flush pays 6 credits, Straight pays 4         credits, Three of a Kind pays 5 credits, Two Pair pays 2         credits, Jacks or Better pay 1 credit     -   Threshold above which player may collect winnings: 0 credits

Thus, after simulating play of a gaming contract with the above parameters, it may be determined that the following expression is true: $\frac{\begin{matrix} \begin{matrix} \left( {{Total}\quad{number}\quad{of}\quad{players}\quad{finishing}\quad{with}}\quad \right. \\ {{a\quad{positive}\quad{{balance} \cdot {Average}}\quad{amount}}\quad} \end{matrix} \\ \left. {{won}\quad{by}\quad{players}\quad{with}\quad a\quad{positive}\quad{balance}} \right) \end{matrix}}{{Total}\quad{number}\quad{of}\quad{players}} = {{\$ 10}{.03}}$

Accordingly, as described, this contract cost (or base price) may be used to calculate a price (e.g., a flat rate price to be paid by players when purchasing a gaming session) for the contract. For example, an operator may multiply the contract cost by a desired margin to arrive at a retail price (e.g., $10.03·1.5=$15.05, establishing a 50% profit margin). In other embodiments, an operator may calculate a retail price by adding a fixed amount to a contract cost (e.g., each contract should be priced $10 above the contract cost).

Thus, in some embodiments, an operator or other party may set retail prices in association with a number of gaming contracts before such contracts are made available to players, such that the prices may remain fixed so long as the contracts are offered (e.g., before a video poker machine offering a “Play by the Hour” feature is released to the public, it is determined that 30 minutes of video poker play, wherein players wager $0.25 per hand, may cost the player $20, yielding approximately $10 in profit per contract).

In one or more embodiments, aspects of the present invention, such as determining or otherwise offering contract pricing, may be practiced by replacing and/or augmenting one or more components (e.g., hardware and/or software components) of an existing gaming device. Thus, in one or more embodiments, the invention may be applied as a retrofit to existing gaming devices currently available for play within various casinos.

For example, a memory (e.g., computer chip) of the gaming device may be replaced or added, the replacement or additional memory storing a program for instructing the processor of the gaming device to operate in accordance with one or more embodiments of the present invention. In another example, data output via the gaming device (e.g., graphical and/or textual data displayed on the gaming device) may be replaced or added, the replacement or additional data indicating to a player information relevant to one or more aspects of the present invention.

In a specific example, a gaming device may comprise various electronic components mounted to one or more printed circuit boards (PCBs). Such components may include various hardware described herein, such as a communications port and various controllers of peripheral devices (e.g., a display controller), as well as a memory for storing programming instructions (software) and a processor for carrying out such instructions. One form of memory commonly found gaming devices is electronically erasable programmable read-only memory (EEPROM or EPROM). Thus, in one or more embodiments of the present invention, an EEPROM storing contract pricing instructions (as well as instructions for carrying out other functions performed by the gaming device) may replace an EEPROM previously installed in a gaming device, such that the gaming device may be configured to operate in accordance with various processes of the present invention.

For example, “pricing module” may be made available for purchase to various casino operators. The module, which may comprise various hardware and software (e.g., an EEPROM storing software instructions), may be installed in an existing gaming device (e.g., a video-reel slot machine, a video poker machine, etc.), such that when the module is installed, players of the device may elect (i) to play a game offered by the gaming device without purchasing a flat rate session or contract, or (ii) to play a game offered by the gaming device by means of purchasing a flat rate session or contract. Thus, players who are familiar with the games offered by various gaming devices may elect to pay for them in a different or similar manner as they are accustomed to. It should be noted that one advantage of flat rate session play and gaming contracts (which may be enabled by the installation of the pricing module) lies in the ability to offer players discounts or perceived discounts for agreeing to play and/or pre-paying for a large number of game plays, for a long period of time, etc.

Accordingly, as described above, a gaming device may be configured to allow a player to select one of two “modes” of the gaming device, and to enable the selected mode. If a player selects a “standard” mode in which a flat rate price will not be received for a plurality of game plays, the gaming device may be configured to operate in a manner similar to how it operated before the installation of the pricing module (e.g., players make funds available for each game play). If a player selects a “flat rate” mode and a flat price is paid for the privilege of executing a plurality of game plays, the gaming device may then be operable to execute a gaming session or contract play as described herein.

In one example, a touch-sensitive display screen may be configured to output a prompt asking a player to select a mode of operation. Such a prompt may be output in occurrence to various trigger conditions (e.g., coins, bills or tickets are inserted; a credit balance increases from zero to some other number; a player presses a “play” button; a motion, weight, infrared or other sensor detects the presence of a player; etc.). Accordingly, a player may select a mode of operation (e.g., by pressing an appropriately labeled icon of a touch-sensitive display screen), and upon receiving the player's selection, the gaming device may be configured to operate in the selected mode.

In other embodiments, a peripheral device may be useful for implementing one or more embodiments of the present invention into the operation of a conventional gaming device. For example, in order to avoid or minimize the necessity of modifying or replacing a program already stored in a memory of a conventional gaming device, an external or internal module that comprises a peripheral device may be inserted in, connected to or otherwise associated with the gaming device.

In still further embodiments, rather than configure existing gaming devices to execute pricing logic by installing or connecting new hardware and/or software, such pricing logic may be downloaded into an existing memory of one or more gaming devices. U.S. Pat. No. 6,805,634 to Wells et al. teaches methods for downloading data to gaming devices in such a manner. The entirety of U.S. Pat. No. 6,805,634 is incorporated by reference herein for all purposes. Thus, in some embodiments, an existing gaming device may be reprogrammed to accommodate new pricing functionality of the present invention without the need, or by minimizing the need, to remove and replace hardware within the gaming device.

As described, in some embodiments, once prices have been determined in association with various contracts, such contracts may then be offered to players of gaming devices (e.g., players may peruse, using a menu output via a touch-sensitive display screen of a gaming device, various gaming contracts and prices associated therewith). Thus, an operator may program a gaming device such that players may review a variety of gaming contracts offered by the device. In one such example, a gaming device may output or otherwise display a “rate card,” indicating various durations and wager amounts associated with a price (e.g., 30 minutes of play, wherein the customer wagers $0.25 per bet, has a retail price of $30; an hour of play, wherein the player wagers $1 per game play, has a retail price of $150; etc.).

In some embodiments, a player may enter into a contract or otherwise participate in a flat rate play session to play a game which comprises an initial set of indicia, based on which initial set of indicia a final set of indicia is determined. In such a game, a payout may be determined based on whether the final set of indicia is a winning set of indicia (e.g., whether the final set of indicia corresponds to a payout in a payout schedule). Further, in such a game the player may be required or provided with an opportunity to make a decision or selection based on the initial set of indicia; the final set of indicia may be determined based on the player decision or selection. For example, assuming a player is participating in a flat rate play session of a video poker game, during play of the game the player may be provided with an initial set of cards and be provided an opportunity to discard at least some of these cards. A final set of cards, based on which a payout is determined, may be determined by replacing any cards that the player has selected to be discarded. In another example, a reeled slot machine game (e.g., either a video slot machine or a mechanical reel slot machine) may output an initial outcome along a payline as an initial outcome but may be programmed to adjust one or more of the reels (e.g., by “nudging” a reel or allowing a player to re-spin a reel) to determine a final outcome. A payout may be provided based on the final outcome along the payline after one or more of the reels is adjusted.

In accordance with some embodiments, a player participating in a flat rate play session to play a game having such an initial set of indicia and a final set of indicia may be provided with an opportunity to accept a payout or prize based on the initial set of indicia. This payout or prize may be offered to the player in exchange for the player foregoing an opportunity to obtain a winning final set of indicia. U.S. Pat. No. 5,511,781 to Wood et al. entitled STOP PLAY AWARD WAGERING SYSTEM (referred to as the “'781 Wood patent” herein) describes various methods for determining a payout to be provided to a player playing a video poker game, the payout being determined based on an initial set of cards output to the player and being offered to the player in exchange for the player surrendering the right to win an award based on a final winning set of cards that may result from the initial set of cards. The payout so offered to the player may be based, for example, on a probability of the player obtaining a winning set of cards as the final video poker hand. The entirety of this patent is incorporated by reference herein for all purposes, and in particular for the purpose of determining how a payout for an initial set of indicia may be determined, the payout being offered in exchange for the player forfeiting a right to winning a prize in exchange for a final set of indicia that may be determined based on the initial set of indicia.

An award that is offered to a player in exchange for the player surrendering any right to a payout that may correspond to any winning final set of indicia that my be determined based on the initial set of indicia is referred to herein as a “surrender payout” herein. It should be noted that a surrender payout may be calculated based on an initial set of indicia and a probability of obtaining a winning final set of indicia based on the initial set of indicia (e.g., the surrender payout may be based on the highest expected value corresponding to the initial set of indicia).

For example, a player participating in a flat rate play session of a video poker game may be dealt an initial hand of 2h-2c-10d-2s-Kc. Thus, before drawing, the player knows that at worst, by holding the 2h-2c-2s, he may be entitled to a payout for 3-of-a-Kind. However, the player also understands that by holding the 2h-2c-2s and drawing two more cards, the player also has an opportunity to attain 4-of-a-Kind or a Full House (which would result in greater payout amounts than the 3-of-a-Kind). However, there is also a chance that the player will draw two unhelpful cards, leaving the player only the payout for the 3-of-a-Kind. Accordingly, when the player is dealt the initial hand, the player may be offered a surrender payout (the feature of offering such forfeit payouts may be referred to as an “Instant Pay” feature). Typically, the surrender payout associated with an initial hand will be larger than any payout amount the player is guaranteed to achieve in a final hand based on the initial hand (e.g., the surrender payout is greater than the payout for 3-of-a-Kind in the present example), but lesser than any payout amount the player might achieve if the player holds the appropriate cards and deals to obtain a final hand (e.g., the surrender payout is less than the payout for 4-of-a-Kind or Full House in the present example). It should be noted that one advantage of such an embodiment is that it may allow players to rapidly surrender hands when they feel the chances of improving the hand are unfavorable, and thereby play more hands per unit time.

It is important to note that the '781 Wood patent does not contemplate a flat rate play session. Accordingly, it does not contemplate advantages that may be realized by practicing the above-described embodiments of offering a surrender payout in the context of a flat rate play session. One such advantage is realized in situation wherein a formula is used to determine a surrender payout, and the result of the formula is a fraction of a unit that a gaming device is not operable to dispense or otherwise provide to a player. For example, a surrender payout may be calculated to be 1.234 credits or $1.234 and the gaming device at which the player is currently playing may only be operable to dispense whole credits or cash in at least $0.01 denominations. The issue then becomes what to do about the fractional amounts. The '781 Wood patent contemplates several solutions to this problem of fractional amounts. However, none of the solutions proposed take advantage of a flat rate play session environment, as such an environment is not contemplated by the '781 Wood patent. In many of the flat rate play session embodiments described herein, it is typically determinable as to how much longer (e.g., in terms of time or game plays) a player will keep playing the current game or gaming device or at least how much longer a flat rate play session will last (e.g., in embodiments in which the flat rate play session may be played on different gaming devices and in intervals). Additionally or alternatively, it is typically determinable that a player has ceased or is close to ceasing play of the game or gaming device under the terms of the flat rate play session. Accordingly, Applicants have recognized that any fractional payouts or portions thereof may be accumulated for a player during the course of a flat rate play session and only provided to the player at the end of a flat rate play session. Thus, even if the sum of the fractional payouts accumulated during a flat rate play session is likewise a fractional amount, there may, in some embodiments, be only a single point during the flat rate play session that a determination as to how to deliver the fractional amount to the player arises. In one embodiment, the fractional amount that is the sum of fractional surrender payouts accepted by the player during the flat rate play session is rounded up or down, and the rounded amount is provided to the player.

It should be noted that should such a “rounding” event occur only once after a plurality of such fractional-amount forfeit payouts are received (e.g., and not in association with each fractional-amount forfeit payout awarded), a more accurate total payout amount for forfeiting hands may be provided. For example, adding together five fractions and rounding their sum may provide a more accurate payout than rounding each individual fraction before adding them together. In a specific example, a player may receive forfeit payouts of 0.789, 0.614, 0.234, 0.787 and 0.014 during a flat rate session. Were these amounts to be first rounded to the nearest hundredth (e.g., the nearest “cent” of a 1¢ denomination machine), and added together thereafter, the result would be 2.43 (or 0.79+0.61+0.23+0.79+0.01). However, should the fractions be first added together and then rounded to the nearest hundredth, the result would be 2.438, which would result in a total amount of 2.44.

Thus, in one embodiment, Applicants have recognized a novel and advantageous solution of tracking and summing any surrender payouts that are fractional amounts in a separate meter over the course of a plurality of game plays that comprise a flat rate play session.

In one embodiment, only the amounts above and beyond a denomination a gaming device is operable to provide are tracked and summed in such a separate meter. For example, if a surrender payout is determined to be 78¢ and the gaming device is operable to provide monetary value in 25¢ denominations, 75¢ of the surrender payout may be added directly to the credit meter balance of the gaming machine while the remaining 3¢ is added to the separate meter that tracks and sums any fractional amounts comprising surrender payouts accepted by the player.

It should be understood that the separate meter for tracking and summing fractional amounts may comprise a register or meter or other memory means in the memory of a gaming device or server in communication with the gaming device. A display for displaying to a player an amount currently stored in such a meter is also contemplated. For example, FIG. 25 illustrates a screen of a display device of a gaming device in which a display area distinct from a credit meter balance displays to a player the accumulated fractional amounts comprising surrender payouts accepted by a player over the course of a flat rate play session.

Referring now to FIG. 25, illustrated therein is an example screen 2500 that may be output to a player participating in a flat rate play session of a video poker game. Assume that the player is playing a 9/6 Jacks or Better quarter-denomination video poker machine with a return percentage of 99.54% and wagering max coin which is five coins (each credit in the gaming machine corresponding to one coin). Further assume that, as is typical in such a machine, three-of-a-kind pays fifteen coins for a max bet, a full house pays forty-five coins for a max bet and four of a kind pays 125 coins for a max bet. The screen illustrates five initial cards dealt to a player in area 2505. As can be seen, the initial hand comprises three-of-a-kind. As is illustrated, the three twos are indicated as cards to be held (either as selected by the player or as suggested by the gaming device). The screen further illustrates an offer for a surrender payout in area 2510. The offered surrender payout is 25.15 coins (a fractional amount), which is higher than the payout the player would otherwise receive for three-of-a-kind (fifteen credits) but lower than the player would receive if the player were to reject the offer of the surrender payout, hold the three twos and attempt to obtain a full house (which would correspond to a payout of forty-five coins) or a four-of-a-kind (which would correspond to a payout of 125 coins). The screen further displays the amount of the player's bet for the current hand in area 2515 and, in area 2520, the number of hands the player has remaining in the current flat rate play session. The screen still further displays the sum of fractional surrender payouts accepted by the player during the current flat rate play session in area 2525. As explained on the screen, in one embodiment the sum of the fractional surrender payouts may be rounded up and added to the credit balance at the end of the flat rate play session. The screen still further illustrates a current credit meter balance 2530 which, in accordance with some embodiments, displays an indication of the number of credits available to the player for wagering. As described herein, in some embodiments a credit meter balance may reflect a negative amount (e.g., an amount that is less than zero).

As described herein, in one or more embodiments, a player may enter into an agreement or purchase a flat rate play session and during the flat rate play session the credit meter balance of a gaming device (or the credit meter balance otherwise associated with the flat rate play session) may be allowed to be a negative number. As further described, in such embodiments a player may not be held responsible for any losses incurred by the player but may be allowed to cash out any credits greater than zero from the credit meter balance. For example, in one embodiment a player may purchase a flat rate play session of 200 video poker hands for $40.00. Once the player pays the $40.00 price for the flat rate play session and the flat rate play session is initiated on a gaming device, the credit meter balance of the gaming device may be set to zero. As the player participates in game plays of the video poker game, the effective wager amount for each game play (even though the player is not required to input any additional funds beyond the $40.00 price for the flat rate play session, the gaming device may still track effective wager amounts for each game play for certain purposes, such as determining an appropriate payout for a game play) is deducted from the credit meter balance. Similarly, a payout won by the player as a result of a wager is added to the credit meter balance. In such embodiments, at some point in a flat rate play session a credit meter balance may be sufficiently negative and the remaining duration of the flat rate play session may be sufficiently short, such that a player may feel somewhat, if not deeply, doubtful that the player will be able to obtain enough high magnitude payouts to bring the credit meter balance above zero by the end of the flat rate play session (e.g., the player may need a credit balance greater than zero to receive a payout at the end of the session).

As is known in the art of designing video poker games, each initial hand dealt to a player may be played in one of a variety of different manners. In other words, for a given set of initial cards, a player may select one of many possible draw strategies, wherein a draw strategy is a decision as to which cards to hold and which cards to have replaced by random remaining cards from a deck. For example, if a player were dealt 2c, Ks, Qh, 2d and 9d, the player could attempt to obtain or maximize his chances of obtaining a final hand that is a three-of-a-kind, four-of-a-kind or full house by employing a draw strategy in which the 2c and the 2d are held and the remaining cards are discarded and replaced with randomly selected cards from the remaining deck. Alternatively, the player could attempt to obtain a straight by employing a draw strategy in which the Ks and the Qh are held and the remaining cards are replaced with randomly selected cards from the remaining deck. Of course, the player could always employ a third draw strategy in which all cards are discarded and replaced with randomly drawn cards from the remaining deck, and so on.

As is further known in the art of designing video poker games, there is typically a single draw strategy for a given initial set of cards that corresponds to the highest relative expected value (EV). As is further known in the art of designing video poker games, there is typically a single draw strategy for a given initial set of cards that corresponds to the highest relative expected value (EV). An EV is typically calculated for an initial set of cards and a particular draw strategy for the initial set of cards, given a particular paytable that correlates winning final sets of hands to respective payout amounts, by (i) directly calculating the number of possible poker hands of each type (i.e., nothing, 1 pair, 2 pair, flush, etc.) that can be made from the held cards using a deck where the initial set of cards has been removed (e.g., if 4 hearts are held and a single non-heart card is discarded, a single card will be dealt from the remaining cards in the deck; of the 47 remaining cards in the deck, 9 hearts remain and so there are 9 possible flushes that can be achieved; using similar logic, you can show that there are X possible pairs, no possible 3-of-a-Kinds or 4-of-a-Kinds, Y possible straights, Z possible hands that represent no paying outcome, etc.); (ii) calculating the total number of final hands that can possibly be achieved (e.g., in a 52-card deck where each hand consists of 5 cards, there are 52−5=47 cards remaining in the deck after the initial deal; if the player discards a single card, one additional card will be dealt from the remaining cards in the deck; there are 47 different ways that 1 card can be dealt from a set of 47 cards, and so there are 47 different final hands that can be achieved); this number will equal the sum of the hand frequencies for each type of hand calculated above; (iii) calculating the probability of achieving each type of hand by dividing the number of possible hands of each type, as calculated in (i), with the total number of possible hands, as calculated in (ii) (e.g., a 3-of-a-Kind is achieved X% of the time, a flush is achieved Y% of the time, etc.; the sum of the probabilities for all possible types of hands will equal 1); (iv) multiplying the probability of achieving each type of poker hand by the number of coins won for achieving that particular type of hand, so as to determine the contribution to the EV from each particular type of hand (e.g., a 3-of-a-Kind is achieved X% of the time, and the payout for 3-of-a-Kind based on a 5-coin bet is 15 coins, making 15(X/100) the total EV contribution for 3-of-a-Kind outcomes); (v) adding the EV contributions for each possible winning hand type together, so as to determine the total EV. It should be evident that the EV is dependent on (i) the initially dealt cards; (ii) the discarded cards (which can be considered the draw strategy); and (iii) the payout for each type of poker hand achieved.

The table below illustrates, for a 9/6 Jacks-or-Better game, an EV calculated using the above-described method for each of five possible draw strategies that may be employed given an initial set of cards consisting of 2h, 2c, 10d, 2s and Kc. It should be noted that the five draw strategies are just five of the thirty-two possible draw strategies that may be employed (i.e., there are thirty-two different combinations of cards to hold that a player may select given an initial set of five cards). In the table, each column indicates the cards held. Each of the first 10 rows indicates the designation or category of a winning set of final cards that may be obtained, as well as the number of coins to be provided if the category of winning set of cards is achieved. Each cell that is the intersection of a column and one of the first ten rows indicates the number of sets of cards that may be obtained in the corresponding designation or category. The “Count” row indicates the total number of sets of cards that may be achieved. The EV row indicates the EV corresponding to each draw strategy. 2h, 2c, _, 2s, _(—) 2h, 2c, Td, 2s, _(—) 2h, 2c, _, 2s, Kc 2h, 2c, Td, 2s, Kc _, _, _, _, Kc 0 0 0 0 0 118574 Zilch 1 0 0 0 0 45054 Hi Pair 2 0 0 0 0 9369 2 Pair 3 969 43 43 1 4290 3 Kind 4 0 0 0 0 382 Straight 6 0 0 0 0 328 Flush 9 66 3 3 0 312 Full House 25 46 1 1 0 54 4 Kind 50 0 0 0 0 1 St. Flush 800 0 0 0 0 1 R Flush Count 1081 47 47 1 178365 EV 4.302498 3.851064 3.851064 3.000000 0.477482

As can be seen from the above table, the draw strategy corresponding to the highest EV is to hold the three 2s and discard the 10d and the Kc. As can further be seen, the draw strategy corresponding to the lowest EV is to hold the Kc. While this strategy will result in a lower average return to the player in the long term, it affords the player the possibility of achieving a Royal Flush, the highest possible payout. Typically, a player or gaming device employing a strategy that may be referred to as a “perfect play strategy” will employ, for each hand or initial set of cards, the draw strategy corresponding to the highest EV for the set of initial cards. This is to maximize the return over the long term for the player.

Applicants have recognized, however, that embodiments in which a player purchases a flat rate play session for a price and is allowed to play such that a credit meter balance associated with the flat rate play session may be less than zero and who only collects any winnings at the end of the flat rate play session if the credit meter balance is greater than zero introduces different dynamics than are typically present in play of a video poker game. Applicants have recognized that, whereas in a conventional video poker game, maximizing the EV of each hand will maximize the EV of the entire session of play, this is not necessarily true for flat rate play. Thus, in certain circumstances of embodiments described herein, a “perfect play” strategy for a flat rate play session may involve deviating from what is considered conventional perfect play that involves selecting the draw strategy with the highest EV for a given hand or game play. For example, if a player has a significantly negative credit meter balance for a flat rate play session and a relatively short duration of the flat rate play session remaining, it may behoove the player to implement a draw strategy in which the player attempts to “Go for the Royal” (i.e., the player selects cards to hold with the goal of maximizing the probability of receiving a Royal Flush as the final set of winning hands), in an attempt to obtain a credit meter balance that is greater than zero by the end of the flat rate play session. Although such a strategy would typically be harmful to a player engaging in conventional play in which the player is responsible for any losses incurred, such a strategy may be best for the player who has prepaid a flat price for a flat rate play session and is not responsible for any losses beyond the flat rate price, but who only obtains any winnings from the flat rate play session if the credit meter balance associated with the flat rate play session is greater than zero at the end of the flat rate play session.

The following two terms will be used to differentiate related concepts herein: (i) draw strategy; and (ii) session strategy. The term “draw strategy” is used herein to refer to a determination and/or selection of the particular cards of an initial hand of cards to hold for a given game play, and thus a determination of which cards are to be discarded and replaced. The term “session strategy” is used herein to refer to a selection and/or determination of a more global decision as to a goal for a flat rate play session. For example, a session strategy may be based on the goal of maximizing the likelihood of achieving a positive credit meter balance by the end of a flat rate play session. In another example, another session strategy may be based on the goal of achieving a credit meter balance that is equal to a price paid for a flat rate play session. For example, a player may find it desirable to “break even” at the end of the flat rate play session, such that if a flat rate play session was purchased for $40.00 and the flat rate play session is started with a beginning credit meter balance of zero credits (each credit being equivalent to $1.00), the player may select a session strategy based on the goal of maximizing the likelihood of achieving a credit meter balance of forty credits at the end of the flat rate play session. In yet another example, a session strategy may be based on the goal of maximizing the likelihood of achieving, at the end of the flat rate play session, a credit meter balance that is equivalent to twice the price paid for the flat rate play session. For example, a player who purchases a flat rate play session for $25.00 and begins a flat rate play session with a beginning balance of zero credits (each credit being equivalent to $1.00) may select a session strategy the goal of which is to achieve a credit meter balance of fifty credits at the end of the flat rate play session, so that the player “doubles his money” by participating in the flat rate play session.

Applicants have further recognized that it may be beneficial to a player to change the session strategy employed during a flat rate play session during the course of the flat rate play session, based on factors such as the current credit meter balance associated with the flat rate play session and the remaining duration of the flat rate play session. For example, at the onset of a flat rate play session, it may be most beneficial to a player to employ a session strategy that is based on the conventional goal of selecting, for any given initial set of cards, the draw strategy that corresponds to the highest EV calculated based on the probability of achieving a winning final set of cards and the corresponding payout, as illustrated in the table above. However, as the flat rate play session goes on and the credit meter balance becomes sufficiently negative and the duration of the remainder of the flat rate play session becomes sufficiently short, it may be most beneficial to the player to instead employ a session strategy for which the goal is to attempt to achieve, for each initial set of cards, a winning final set of cards corresponding to the highest (or one of the highest available payouts). For example, a “Go for the Royal” session strategy may be employed. Such a session strategy may be selected in order to maximize the likelihood of achieving a positive credit meter balance at the end of the flat rate play session. The latter strategy may be most beneficial to the player in the sense that it has the highest likelihood of the player having a positive (i.e., greater than zero) credit meter balance at the end of the flat rate play session.

It should be noted that a session strategy and/or a draw strategy being determined, selected, employed and/or implemented by a device (e.g., a gaming device) may include, for example, (i) a draw strategy and/or session strategy being recommended to a player (e.g., a gaming device recommends to a player which cards of an initial set of cards should be held, a gaming device recommends to a player to “Go for the Royal”), (ii) a selection of a draw strategy and/or session strategy being received from a player, (iii) a draw strategy and/or session strategy being selected for a player, and/or (iv) a draw strategy and/or session strategy being implemented on behalf of a player (e.g., by a device such as a gaming device or by a casino employee) who has selected an “Auto-Play” or “Walkaway” feature of a gaming device. Applicants have described various “Auto-Play” and “Walkaway” methods and systems in various commonly-owned applications, in which features a device (e.g., gaming device) plays a game on a player's behalf and may make decisions or selections (such as which cards to hold in a video poker game) on behalf of a player. For example, the following U.S. Patents and Patent Applications describe various methods and systems which play a game on behalf of a player: (i) U.S. Pat. No. 6,012,983, filed Dec. 30, 1996, entitled “AUTOMATED PLAY GAMING DEVICE”; (ii) U.S. Pat. No. 6,634,942, filed Jun. 12, 2002, entitled “SYSTEM AND METHOD FOR AUTOMATED PLAY OF MULTIPLE GAMING DEVICES”; (iii) U.S. application Ser. No. 10/635,986, filed Aug. 7, 2003, entitled “SYSTEM AND METHOD FOR REMOTE AUTOMATED PLAY OF GAMING DEVICES”; and (iv) U.S. application Ser. No. 10/331,438, filed Dec. 27, 2002, entitled “METHOD AND APPARATUS FOR AUTOMATICALLY OPERATING A GAME MACHINE.” The entirety of each of the above patents and patent applications are incorporated herein by reference for all purposes.

Thus, as described, in some embodiments, a session strategy and/or draw strategy may be determined, selected, implemented and/or employed based on factors associated with a flat rate play session, rather than simply on EVs calculated solely on a per hand or per game play basis. Such factors may include, for example, a credit meter balance associated with the flat rate play session, remaining duration of the flat rate play session and/or type of game (e.g., Deuces Wild vs. Double Double Bonus). For example, if the player has a sufficiently negative credit balance, and very little time remaining in a session, the only session strategy that may yield a positive credit balance may be to draw exclusively toward a high-paying outcome, such as a Royal Flush or 4-of-a-Kind (e.g., as only a substantial payout will bring the player's balance above zero credits, whereby the player would be able to collect some amount of currency at the end of the session). In a further example, in a more volatile game such as Double Double Bonus, an aggressive strategy, such as “Go For the Quads” or similar strategy may be more effective at obtaining a significant boost in a credit meter balance and may not need to be used as early in a flat rate play session as it would be in a less volatile game such as a Deuces Wild game. Thus, for a given initial set of cards, the session strategy that may be determined and/or selected is one that corresponds to a goal of maximizing a likelihood of maximizing the return for the flat rate play session and/or in significantly contributing to the obtainment of a positive credit meter balance by the end of the flat rate play session. Since, in accordance with some embodiments, the player may not be responsible for any losses incurred during the flat rate play session (e.g., the player does not have to repay any credits that are below zero on the credit meter balance), the player may reasonably focus on increasing the payouts for the flat rate play session without attempting to minimize his losses due to effective wagers.

Thus, for example, in some embodiments in which a request is received to execute a number of game plays in association with automatic play, a routine carried out by a processor of a device (e.g., a processor of a gaming device) may comprise executing hold/discard decisions of a video poker game based on stored strategy rules, each rule corresponding to at least one session strategy. For example, such stored strategy rules may be accessed and utilized for each game play. In some embodiments, only one session strategy may be available (e.g., maximize expected value for the flat rate play session). In other embodiments, a plurality of session strategies may be available. For example, a player and/or device (e.g., gaming device) may choose from a number of strategy options for automated play (e.g., “maximize expected value,” “maximize my chances of getting a winning hand,” or “draw for the Royal Flush,” “maximize likelihood of positive credit meter balance at end of flat rate play session”, “maximize likelihood of achieving a final balance that effectively doubles the purchase price of flat rate play session”, etc.).

Accordingly, in some embodiments a device (e.g., a gaming device) may execute a number of game plays (e.g., while a player watches the machine perform strategy decisions) and select a draw strategy for each game play, each draw strategy being selected based on a session strategy. The gaming device may select a draw strategy for a first game play that is based on a first session strategy and select a draw strategy for a second game play that is based on a second session strategy. This may involve the gaming device determining the appropriate session strategy for each game play. The session strategy may be selected, for example, based on current parameter values of the flat rate play session at the time of each game play. For example, for a first game play the gaming device may select a draw strategy that is based on a session strategy having the goal of selecting the draw strategy corresponding to the highest EV for the initial set of cards. Subsequently, after the credit meter balance associated with the flat rate play session is sufficiently negative and the remaining duration of the flat rate play session is sufficiently short, the gaming device may select, for a second game play of the flat rate play session, a draw strategy based on a session strategy of holding cards in an attempt to get high value payouts even though the probability of achieving the high value payouts may be significantly low (e.g., even if the EV of the draw strategy is low, the draw strategy may be selected based on the session strategy). Such a session strategy may be based, for example, on a goal of maximizing the likelihood of achieving a positive credit balance by the end of the flat rate play session (e.g., a “Go For the Royal” session strategy). As noted earlier, in some embodiments, selecting a session strategy may be effectively the same as selecting a draw strategy. For example, if a “Go for the Royal” session strategy is selected or determined for a game play, this may effectively indicate the particular cards to be held from the initial set of cards dealt for the game play, without requiring further decision-making as to a draw strategy.

In one or more embodiments, one or more goals may be defined as available for a flat rate play session. For example, one goal may be to maximize the EV for each particular game play, irrespective of the impact this may have on the entirety of the flat rate play session. Another goal may be to maximize the EV of the flat rate play session, even if this means picking draw strategies that have a relatively low EV for a given particular game play. Another goal may be to attempt to end the flat rate play session with a credit meter balance that is double the price paid for the flat rate play session. In one or more embodiments, each goal may correspond (e.g., in a database) to one or more session strategies. For example, a goal of attempting to end a flat rate play session with a credit balance equal to the price paid for the flat rate play session may correspond to a session strategy that entails going for high payout final sets of indicia, even if those final sets of indicia are associated with relatively low probabilities. In some embodiments, a goal may be associated with a plurality of session strategies, each strategy corresponding to one or more conditions to be satisfied in order for the corresponding session strategy to be selected as the strategy to be employed in meeting the corresponding goal. The following table illustrates one possible relationship scheme that may be indicated via database and employed by a device to determine a draw strategy for a particular game play. Goal Session Strategy Maximize EV for game For a given initial set of indicia, select draw play strategy of highest EV End Flat Rate Play SESSION STRATEGY 1: Session with Credit IF Balance 2× Price (credit meter balance) > X AND 0 < (remaining duration of session) < Y SESSION STRATEGY 2 IF credit meter balance > X AND Z > (remaining duration of session) > Y SESSION STRATEGY 3 IF credit meter balance < X AND 0 < (remaining duration of session) < Z

It should be understood that any number of goals may be utilized and any number of possible session strategies may correspond to a given goal. It should further be understood that rather than the generic term “Session Strategy 1” or “Session Strategy 2” (which are used in the table above for purposes of simplicity), a description (e.g., computer readable and implementable description) of a strategy may be used. In some embodiments, a session strategy may specify one or more draw strategies to be employed. For example, the strategy corresponding to the goal of maximizing the EV for a game play may specify a draw strategy of “THEN select draw strategy corresponding to highest EV.”

In some embodiments, a table such as the one above may simply include a code, instruction or identifier for each session strategy, and another table may store the description of each session strategy that corresponds to the respective code, instruction or identifier. For example, Session Strategy 1 may correspond to a description of “Draw towards any final set of indicia that corresponds to a payout greater than X, unless the probability of obtaining the final set of indicia is less than Y, otherwise draw towards any final set of indicia that corresponds to a Z<payout≦X”; Session Strategy 2 may correspond to a description of “Draw towards either the Flush or the Royal Flush, whichever corresponds to a higher EV” while Session Strategy 3 may correspond to a description of “Draw towards the Royal Flush Only.” It should be noted that, in some embodiments, a goal may be a session strategy and there may not be a need to use the two distinct terms.

To clarify the use of the terms “session strategy”, “goal” and “draw strategy”, the following example is provided. Assume a player initiates a flat rate play session and engages the gaming device in auto-play mode, such that the gaming device is to execute game plays on behalf of the player and make all decisions on behalf of the player as needed during the game plays. Further assume that the player selects a goal for the flat rate play session of “End the flat rate play session with a credit meter balance 2× the price of the flat rate play session.” The gaming device may thus be programmed to, upon the determining of an initial set of indicia for a given game play, determine the appropriate session strategy to employ based on this goal. As illustrated in the table above, a session strategy may be selected based on the current respective values of one or more parameters of the flat rate play session (e.g., the credit meter balance and the remaining duration of the flat rate play session). Assume a session strategy of “Go for either the Flush or the Full House, whichever corresponds to the highest EV” is selected. The gaming device may be programmed to then determine a draw strategy based on the selected session strategy. Determining the draw strategy may comprise determining which particular indicia of the initial set of indicia to have replaced with randomly determined indicia.

In one embodiment, a player may be provided an opportunity (e.g., via a touch-screen menu or otherwise) to directly select a session strategy (e.g., at a beginning of a flat rate play session, during the execution of a flat rate play session) and/or change the selection of the session strategy for a game play and/or for a flat rate play session. Further, in some embodiments a player may be provided an opportunity to change his selection of a session strategy. Further still, in some embodiments a player may be provided an opportunity to customize a session strategy (e.g., by changing one or more conditions for selecting the session strategy, such as be changing the credit meter balance and/or remaining duration at which the session strategy is selected).

As described above, it should be understood that the selection, determination, employment and/or implementation of a session strategy may be performed in embodiments other than embodiments in which an auto-play or walkaway feature is enabled. For example, a device (e.g., a gaming device) determining, selecting, employing and/or implementing a session strategy may comprise the gaming device performing any or all of these functions in order to offer session strategy and/or draw strategy hints to a player, rather than to automatically decide on behalf of a player which cards to hold and discard when automatic play is activated. For example, various session strategy and/or draw strategy recommendations, hints and/or options may be output to a player when automatic play is not activated. Various methods of outputting such recommendations, hints and /or options are contemplated, including but not limited to written recommendations (e.g., text is output via a display screen); auditory recommendations (e.g., a voice recording is output via audio speakers); highlighting, shading, outlining an other graphical alterations (e.g., the recommended “hold” cards are automatically outlined for the player); and so on.

In one or more embodiments, a player may be presented with one or more goals that the player may select for a flat rate play session or for at least a current segment of a flat rate play session. For example, a menu of available goals may be output to the player via a touchscreen or other display of a gaming device and the player may select the desired goal.

Referring now to FIG. 26, illustrated therein is a process 2600 that may be carried out by a device (e.g., a gaming device) in accordance with one or more embodiments. As with all processes described herein, it should be noted that not all steps need by performed by the same device. For example, a first step may be performed by a gaming device while another step of the process may be performed by a server. Further, the steps may be performed in an order other than that described, as desired and/or appropriate. Further still, additional steps and/or subroutines may be included without departing from the spirit and scope of the invention.

In step 2605, a flat rate play session is initiated. A flat rate play session may be initiated, for example, in response to a player providing the appropriate payment for a flat rate play session at a gaming device and indicating a desire to initiate the flat rate play session. In another embodiment, initiating a flat rate play session may be performed in response to a player providing a card and/or identifier (e.g., a player tracking card, wherein the player identifier of the player tracking card is associated with a flat rate play session that the player has previously purchased) to a gaming device and indicating a desire to initiate a flat rate play session associated with the card. Other methods of initiating a flat rate play session and/or triggering events for initiating a flat rate play session would be understood by one of ordinary skill in the art upon reading the present disclosure.

In step 2610, an initial set of indicia is determined (e.g., from a finite set of indicia). For example, if the flat rate play session is being carried out in the context of a video poker game, step 2610 may comprise randomly dealing an initial set of cards from a virtual deck of cards.

In step 2615, a session strategy is determined. The session strategy may be determined, for example, based on one or more of (i) a goal for the flat rate play session; (ii) a current value of a parameter associated with the flat rate play session; and/or (iii) a type of game being played (e.g., Deuces Wild vs. Double Double Bonus). As described, a goal for a flat rate play session may comprise, for example, (i) maximizing a return for the flat rate play session being conducted; (ii) maximizing the likelihood of obtaining a credit meter balance associated with the flat rate play session that is greater than zero at the end of the flat rate session; (iii) maximizing the likelihood of obtaining a credit meter balance associated with the flat rate play session that is equal to the price of the flat rate play session; or (iv) maximizing the likelihood of obtaining a credit meter balance associated with the flat rate play session that is equal to some specified multiple of the price of the flat rate play session. If the goal is one of the last two described, step 2605 may further comprise determining the price paid for the flat rate play session. Step 2605 may also comprise determining the goal.

The goal for a flat rate play session may be determined by a device (e.g., a gaming device at which the flat rate play session is being conducted). In some embodiments, a single goal may apply to all flat rate play sessions and thus there may be no need to determine the goal. For example, it may be the goal of all flat rate play sessions to maximize the return to the player for the flat rate play session (e.g., to achieve the highest possible positive credit balance at the end of the flat rate play session). However, in other embodiments, a plurality of goals may be available and one goal may thus need to be determined. It should be noted that a goal for a flat rate play session may be adjusted (e.g., by a device, based on a program, and/or by a player) from one segment or game play of the flat rate play session to another.

Further, in some embodiments a goal may be determined based on at a current value of at least one parameter associated with the flat rate play session (e.g., the current credit meter balance and/or the remaining duration of the flat rate play session). In some embodiments, the goal may be determined based on one or more preferences indicated by the player. A player may indicate such a preference, for example, for the current game play, prior to initiation the flat rate play session, upon initiating the flat rate play session and/or upon initiating an auto-play mode of a gaming device.

In some embodiments, a session strategy may be selected based on one or more conditions. For example, each session strategy of a plurality of available session strategies may correspond to a respective threshold or range of values of a credit meter balance associated with the flat rate play session. Each such available session strategy may further correspond to a respective threshold or range of values of a remaining duration of the flat rate play session. Thus, the session strategy may be selected based on the current respective value of at least one parameter of a flat rate play session.

In step 2620, a draw strategy is determined for the initial set of indicia. The draw strategy may be determined based on the session strategy determined in step 2615. For example, if the determined session strategy is to “Go for the Royal Flush” in a video poker game, determining the draw strategy may comprise determining which of the initially dealt cards to hold in order to attempt to obtain a Royal Flush as a final set of cards.

In step 2625, the determined session strategy is implemented. Implementing the determined session strategy may comprise, for example, implementing the determined draw strategy by causing the appropriate indicia of the initial set of indicia to be replaced with randomly determined indicia. In other embodiments, implementing the determined session strategy may comprise outputting a recommendation to a player of which of the indicia of the initial set of indicia should be replaced in accordance with the determined draw strategy.

Conclusion

Although the foregoing preferred embodiments employ slot machines and video poker machines, it is within the scope of the present invention to employ other types of gaming devices, such as video roulette machines, video blackjack machines and the like.

Thus, while the present invention has been described in terms of certain preferred embodiments, other embodiments that are apparent to those of skill in the art are also intended to be within the scope of the present invention. For example, the present invention may be practiced by an online casino utilizing only software and not involving traditional slot machines. Accordingly, the scope of the present invention is intended to be limited only by the claims appended hereto. 

1. A method, comprising: determining, during play of a flat rate play session, an initial set of indicia output to a player, wherein a final set of indicia is determined based on a player selection and a payout corresponding to the final set of indicia is determined; determining a forfeit payout to offer the player in exchange for the player forfeiting a right to a payout that corresponds to a final set of indicia that may be determined based on the initial set of indicia; outputting an offer for the forfeit payout prior to the final set of indicia being determined; receiving an acceptance of the offer; determining that the forfeit payout is a fractional amount; and adding the forfeit payout that is the fractional amount to a sum of fractional forfeit payouts accepted by the player.
 2. The method of claim 1, wherein the initial set of indicia comprises an initial set of cards dealt in a video poker game.
 3. The method of claim 1, further comprising: determining the forfeit payout based on the initial set of indicia and a probability of obtaining the final set of indicia.
 4. The method of claim 1, further comprising: determining an end of the flat rate play session; and adding the sum of fractional forfeit payouts to a credit balance associated with the player.
 5. The method of claim 4, further comprising: rounding the sum of fractional forfeit payouts to the next highest number prior to adding the sum of fractional forfeit payouts to the credit balance.
 6. The method of claim 4, further comprising: determining whether the credit balance, after the addition of the sum of the fractional forfeit payouts, is an amount greater than zero; and outputting monetary value to the player in the amount only if the amount is greater than zero.
 7. A method, comprising: determining that a flat rate play session has been initiated; determining an initial set of indicia for a game play of the flat rate play session; determining a session strategy for the game play; determining, based on the session strategy, a draw strategy for the game play; and implementing the draw strategy for the initial set of indicia.
 8. The method of claim 7, wherein the flat rate play session is for a video poker game and wherein the initial set of indicia comprises an initial set of dealt cards.
 9. The method of claim 7, wherein the step of determining that a flat rate play session has been initiated is performed by a gaming device and in response to an indication from a player associated with the flat rate play session.
 10. The method of claim 7, wherein at least one of the session strategy and the draw strategy is determined based on an indication from a player associated with the flat rate play session.
 11. The method of claim 10, wherein the indication comprises an indication of at least one goal for the flat rate play session.
 12. The method of claim 11, wherein the at least one goal specifies a desired credit meter balance to be achieved at an end of the flat rate play session.
 13. The method of claim 12, wherein the desired credit meter balance is based on a price paid for the flat rate play session.
 14. The method of claim 10, wherein the indication comprises an indication of a condition to be satisfied prior to implementing at least one of the determined session strategy and the draw strategy.
 15. The method of claim 14, wherein the condition is a combination of a specified value of a credit meter balance associated with the flat rate play session and a specified remaining duration of the flat rate play session, such that the session strategy is determined if it is determined that at a time the game play is conducted the credit meter balance associated with the flat rate play session is not greater than the specified value and the remaining duration of the flat rate play session is not greater than the specified duration.
 16. The method of claim 7, further comprising: receiving an indication of a goal for the flat rate play session; and determining at least one condition which, if satisfied, corresponds to a session strategy that maximizes the likelihood of achieving the goal.
 17. The method of claim 16, wherein determining the at least one condition is performed by a device.
 18. The method of claim 17, wherein the at least one condition is selected by a gaming device during the flat rate play session.
 19. The method of claim 7, wherein determining the session strategy comprises determining the session strategy based on a current value of a parameter associated with the flat rate play session.
 20. The method of claim 19, wherein the current value of the parameter comprises a current value of a credit meter balance associated with the flat rate play session.
 21. The method of claim 19, wherein the current value of the parameter comprises a remaining duration of the flat rate play session.
 22. The method of claim 7, further comprising: determining that a gaming device on which the flat rate play session is being conducted is operating in an automatic play mode; and wherein implementing the draw strategy comprises drawing, on behalf of a player associated with the flat rate play session, replacement indicia for the initial set of indicia in accordance with the determined draw strategy.
 23. The method of claim 7, wherein implementing the draw strategy comprises outputting a recommendation of the determined draw strategy, thereby determining a recommended draw strategy.
 24. The method of claim 23, further comprising: receiving, from a player associated with the flat rate play session, an indication of an acceptance of the recommended draw strategy; and causing replacement indicia for the initial set of indicia to be determined in accordance with the recommended draw strategy.
 25. The method of claim 7, further comprising: causing replacement indicia for the initial set of indicia to be determined in accordance with the determined draw strategy, thereby causing a final set of indicia to be determined; determining whether the final set of indicia corresponds to a payout; and causing, if the final set of indicia corresponds to a payout, the payout to be added to the credit meter balance associated with the flat rate play session.
 26. The method of claim 7, further comprising: determining that a request for a cash out of the credit meter balance associated with the flat rate play session has been received from a player associated with the flat rate play session; and authorizing a value of the credit meter balance to be dispensed to a player only if the value is greater than zero.
 27. A gaming device, comprising: a display for displaying game indicia; a processor for facilitating a wagering game; and a memory storing a program, the program for directing the processor to: determine that a flat rate play session has been initiated; determine an initial set of indicia for a game play of the flat rate play session; determine a session strategy for the game play; determine, based on the session strategy, a draw strategy for the game play; and implement the draw strategy for the initial set of indicia.
 28. The gaming device of claim 27, wherein the gaming device is a video poker machine and wherein the initial set of indicia is an initial set of cards dealt for a video poker hand. 